Game system and game execution method
The game system dynamically adjusts player characters' roles and effects to maintain team balance and strategic depth, enhancing gameplay appeal and excitement.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-05
- Publication Date
- 2026-03-19
AI Technical Summary
Existing game systems fail to effectively balance team capabilities and strategic depth in team-based games, lacking mechanisms to dynamically adjust team composition and strategic dynamics during gameplay.
A game system that allows for dynamic adjustment of player characters to specific roles with special effects, enabling teams to change or add player characters based on predefined conditions, thereby maintaining team balance and enhancing strategic depth.
This system enhances gameplay appeal and excitement by allowing teams to adapt strategies through dynamic player character changes, balancing capabilities and maintaining team balance, thus improving overall game interest.
Smart Images

Figure JP2025031420_19032026_PF_FP_ABST
Abstract
Description
Game system and game execution method
[0001] The present invention relates to a game system and the like.
[0002] In recent years, with the multifunctionalization, performance improvement, and spread of information communication terminal devices such as tablet-type information communication terminal devices or smartphones, and personal computers (hereinafter referred to as "communication terminal devices"), the opportunity to execute games on these communication terminal devices has been increasing.
[0003] Also, conventionally, many games have emerged that can enhance the sense of teamwork among players belonging to a team and improve the interest different from that of individual battles in games such as team battles in competitive games where the results are competed.
[0004] In particular, recently, there is known a game in which the positional relationship of a plurality of player characters in each team within the game space is rotated, and damage control and efficient attacks of each player character are executed to advance the game (for example, Japanese Patent No. 6494176).
[0005] However, in the game system described in Japanese Patent No. 6494176 and the like, although it provides an interest different from that of individual battles in team battles, there is still room for improvement in adjusting the team balance and enhancing the strategic nature in team battles.
[0006] The present invention aims to provide a game system and the like that can build a team strategy accompanying changes in player characters having a special effect on the game for each team during the game while achieving a balance of capabilities or a balance of superiority and inferiority in each team (that is, while maintaining team balance), and as a result, enhance the charm of the game and improve the interest of the game.
[0007] (1) In order to solve the above problems, a game system according to a first aspect of the present invention is a game system that executes a given game relating to a team composed of multiple players that is executed using player characters, comprising: reception processing means for receiving operation instructions from the players; game control means for executing control relating to the game on a team basis based on the received operation instructions from the players; setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is being executed; and character control means for controlling each player character while granting special effects in the game to the set specific player character, wherein the setting means has a configuration that, when given conditions are met, adds another player character different from the already set specific player character as the specific player character in the team in question, or changes the specific player character to the other player character.
[0008] (2) In order to solve the above problems, a game execution method according to a second aspect of the present invention is a game execution method for executing a given game relating to a team composed of multiple players that is executed using player characters, wherein the computer functions as: reception processing means for receiving operation instructions from the players; game control means for executing control relating to the game on a team basis based on the received operation instructions from the players; setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is being executed; and character control means for controlling each player character while granting special effects in the game to the set specific player character, wherein the setting means, when given conditions are met, adds another player character different from the already set specific player character as the specific player character in the team in question, or changes the specific player character to the other player character.
[0009] Figure 1 is a diagram showing an example of the configuration of a game system according to one embodiment of the present invention. Figure 2 is a diagram showing the functional block of a game server device according to one embodiment of the present invention. Figure 3 is a diagram showing the functional block of a terminal device according to one embodiment of the present invention. Figure 4 is a diagram illustrating an overview of game control processing, including specific player character setting processing, which is performed by the server device according to one embodiment of the present invention. Figure 5 is a diagram showing an example of player-related information stored in the player-related information storage unit according to one embodiment of the present invention. Figure 6 is a diagram showing an example of player character-related information stored in the player character-related information storage unit according to one embodiment of the present invention. Figure 7 is a diagram showing an example where, as information provision processing performed by the server device according to one embodiment of the present invention, a display indicating that it is a specific player character is shown on the terminal device. Figure 8 is a flowchart showing the operation of game setting processing, including matching processing and game environment setting processing, which is performed by the server device according to one embodiment of the present invention.
[0010] (1) One embodiment of the present invention is a game system for executing a given game relating to a team composed of multiple players, which is executed using player characters, comprising: reception processing means for receiving operation instructions from the players; game control means for executing control relating to the game on a team basis based on the received player operation instructions; setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is being executed; and character control means for controlling each player character while granting special effects in the game to the set specific player character, wherein the setting means has a configuration that, when given conditions are met, adds another player character different from the already set specific player character as the specific player character in the team in question, or changes the specific player character to the other player character.
[0011] With this configuration, in one embodiment of the present invention, during a game, if certain conditions are met, such as when a predetermined timing arrives or when a given game situation is reached, each team can change or add specific player characters, such as by rotating specific player characters within the team. This allows for changes in the advantageous or disadvantageous effects on the game associated with specific player characters for each team during the game.
[0012] Therefore, one embodiment of the present invention allows for the construction of team strategies that change during the game, with each team having a special effect, while balancing the abilities or superiority / inferiority of each team (i.e., maintaining team balance), thereby enhancing the appeal and excitement of the game.
[0013] The term "team-based games" includes various types of games such as fighting games, battle royale games, sports games, RPGs, shooting games, racing games, music games, puzzle games, and simulation games.
[0014] Furthermore, "executing control over a given game on a team basis" means, for example, executing control over a given game such as a competitive game, RPG, racing game, or sports game on a team basis, consisting of multiple players.
[0015] Furthermore, "At least one player character must be designated as a specific player character for each team" means that during gameplay, each team will always have one player character designated as a specific player character.
[0016] In particular, it is preferable that a specific player character is set when certain conditions are met, such as the activation of a given event, the use of an item, or the fulfillment of conditions in the game situation (such as when the match is evenly matched, like when the number of items acquired differs by more than twice, or when a predetermined skill difference of a certain magnitude occurs).
[0017] Furthermore, the "specific player character" may be set randomly, or it may be set as a player character with specific conditions, such as having the strongest or weakest abilities within the team (for example, parameters related to level or attack, or possessing a specific skill), or it may be set by the choice of the opposing player (for example, based on the use of a specific item) or a player within the team.
[0018] Furthermore, "setting as a specific player character" specifically includes adding another player character as the aforementioned specific player character, or changing the other player character to the aforementioned specific player character.
[0019] For example, "to set as a specific player character" includes both the case where one player character is set, and the case where two or more specific player characters are set simultaneously or at the same time (even if the timing of the setting is different).
[0020] In addition to the above, a "specific player character" is preferably a leader character of each team who influences the team's performance (such as scoring more points than other members, or receiving more damage from enemies), actions (such as performing special moves), or abilities (such as granting special skills or having buffs on specific abilities (advantageous state)).
[0021] Furthermore, "setting during at least a specific period of time while the game is running" means that the setting occurs during a specific period of time (i.e., a portion of the game) from a predetermined time, such as when a given condition is met. However, since the definition includes "at least," it also includes the case that a specific player character is set for the entire duration of the game, from start to finish.
[0022] Furthermore, "special effects in the game" specifically include both advantageous and disadvantageous effects in the game.
[0023] In particular, "advantageous effects" include: (A1) improving the abilities of the team, each player belonging to the team, and each player character controlled by each player (including increasing their existing ability scores and adding new abilities); (A2) increasing various parameters such as points, scores, in-game currency, or experience points for the team and the players belonging to the team; and (A3) increasing the probability of winning in draws (including so-called gacha) performed by the team or the players belonging to the team.
[0024] Furthermore, "negative effects" include, as the opposite of positive effects, (B1) reducing the abilities of the team, each player belonging to the team, and each player character controlled by each player (including reducing the ability values that are already present and rendering the ability itself useless), (B2) reducing various parameters such as points, scores, in-game currency, or experience points of the team or players belonging to the team, and (B3) reducing the probability of winning in gacha performed by the team or players belonging to the team.
[0025] Furthermore, "when given conditions are met" means, for example, (C1) a predetermined amount of time has elapsed since a given timing such as the start of the game or the acquisition of a given item; (C2) a predetermined timing has been reached, such as midnight every day, the time when the enemy boss character is defeated, or the time when a given item is acquired; (C3) a given game situation has met predetermined conditions, such as clearing a given stage, defeating an enemy boss character, or acquiring a given item (including skills); (C4) a specific player character or a player character other than the specific player character (hereinafter referred to as "non-specific player character") has taken a predetermined amount of damage or has become incapacitated, or a specific player character has entered a predetermined state; (C5) a given game situation has been reached, such as the team being in a superior position (for example, the team's total life energy has reached a certain value or higher) or a disadvantageous position (for example, the team's total life energy has fallen below a certain value); and (C6) This includes the player's game device specifications or communication status reaching a predetermined state.
[0026] Furthermore, "adding or changing...in the relevant teams" basically includes the addition or change of specific players in each team, but also includes the fact that no such addition or change of players will be made in teams that do not fall under this category.
[0027] (2) In addition, one embodiment of the present invention has a configuration in which, when the setting means detects that the given conditions have been met and a predetermined time has elapsed from a given timing, or a predetermined timing has been reached, it adds the other player character as the specified player character in the team in question, or changes the specified player character to the other player character.
[0028] With this configuration, one embodiment of the present invention allows for the modification or addition of specific player characters within each team, such as rotating specific player characters within the team, at predetermined times during the game, such as when a certain amount of time has elapsed from a given timing, such as when the game starts or when a given item is acquired, or at predetermined timings, such as at midnight every day, when an enemy boss character is defeated, or when a given item is acquired.
[0029] (3) In addition, one embodiment of the present invention has a configuration in which, when the setting means detects that the given conditions have been met and that a given game situation has met predetermined conditions, it adds the other player character as the specific player character in the team in question, or changes the specific player character to the other player character.
[0030] With this configuration, one embodiment of the present invention allows for the modification or addition of a specific player character when a given game situation is met by the player or team in question, such as clearing a given stage, defeating an enemy boss character, acquiring a given item (including skills; the same applies hereinafter), using a given item, the team becoming superior or inferior, or a specific player character or an unspecified player character being in a given state.
[0031] The "given game situation" includes the status of each player or player character, the status of each team, the status of item acquisition and usage, and the status of the game space, including enemy characters.
[0032] For example, "Player Status" shows information about the player's game, such as their participation status, the number of players, or their billing history.
[0033] Furthermore, "Player Character Status" includes various conditions for a specific player character, a non-specific player character, or a combination of a specific and non-specific player character, such as the status of life energy, location in the game space (e.g., territory control games), item acquisition or usage status, action status (number of attacks, attack frequency, or time spent in specific areas such as enemy territory), the level of the player character's abilities (e.g., ability level or ability parameter values) or performance (number of kills, number of matches, number of wins / losses, number of points earned, number of points lost), and cooperation / coordination status with other player characters.
[0034] In particular, "the player character's situation" may include not only the above-mentioned situations (direct situations) but also an overall situation determined from one or more of the above-mentioned situations, such as whether the player character is in an advantageous or disadvantageous situation. For example, this may include a predetermined disadvantageous situation for a specific player character (when a certain amount of damage is received), and a situation in which a specific player character is unable to act during the game.
[0035] Furthermore, "team status" basically indicates whether the team is winning or losing, and includes the number of remaining characters during the match (not just the number, but also the number of each character attribute or type, such as vanguard, second-in-command, or general, or differences in level or ability), the team's overall life energy value, or the battle / match area (whether it's the enemy's territory or your own, or the distance to the goal).
[0036] (4) In another embodiment of the present invention, the setting means has a configuration in which, when the specific player character enters a predetermined unfavorable situation during the game, or when the specific player character enters a situation in which he or she is unable to act during the game, the given game situation meets predetermined conditions, and the other player character is added as the specific player character in the team in question, or the specific player character is changed to that other player character.
[0037] With this configuration, one embodiment of the present invention allows for the replacement or addition of a specific player character when that character becomes unable to participate in the game, or is likely to become unable to participate (when a predetermined amount of damage is received), thereby preventing the team from suffering disadvantages due to the inability of a specific player character to participate in the game.
[0038] (5) In addition, one embodiment of the present invention further comprises a management means for managing the communication environment of a terminal device used by the player, wherein the setting means detects that the communication environment of a given player's terminal device is in a specific state, assuming that the given conditions are met, and adds the other player character as the specific player character in the team in question, or changes the specific player character to the other player character.
[0039] With this configuration, in one embodiment of the present invention, if the specifications of the terminal device of a player operating a specific player character are low (CPU type, terminal device type, memory capacity, compatible communication line type, etc.) or if the communication conditions (presence or absence of wireless communication, communication speed or ping value, etc.) are poor, such players will be excluded from the specific player character (i.e., specific player characters can be changed or added), as this will negatively affect the team battle.
[0040] (6) In addition, one embodiment of the present invention has a configuration in which, when the game is in progress and given conditions are met, a non-specific player character different from the specific player character is set as the specific player character, the player character that has already been set as the specific player character is changed to a non-specific player character.
[0041] With this configuration, one embodiment of the present invention allows for switching or rotating specific player characters within a team, thereby changing the in-game effects for each team during the game.
[0042] Therefore, one embodiment of the present invention can construct a team strategy according to the change of the advantageous or disadvantageous effects on the game associated with a specific player character for each team during the game while achieving the balance of capabilities or the balance of superiority and inferiority in each team (that is, while achieving team balance). Thus, the charm of the game can be enhanced and the interestingness of the game can be improved.
[0043] (7) Further, in one embodiment of the present invention, the character control means controls the specific player character and a non-specific player character different from the specific player character, and when setting the specific player character, as the special effect, sets the value of a given parameter of the specific player character to a value different from the value of the parameter of the non-specific player character.
[0044] With this configuration, one embodiment of the present invention can give special effects such as making the points or items obtained when a specific player character defeats an enemy character more or less than the points or items obtained when a non-specific player character defeats the same enemy character, or making the damage given by a specific player character to an enemy character more or less than the damage given by a non-specific player character to the same enemy character.
[0045] Therefore, one embodiment of the present invention can change the special effect on the game for each team during the game, so that a team strategy can be constructed according to the change of the special effect on the game for each team during the game.
[0046] Note that the "given parameter" includes various parameters such as the points, scores, in-game currency, or experience values of the team and the players belonging to the team as described above.
[0047] Also, "setting the value of a given parameter of a specific player character... " means that the value of the parameter to be set may be changed for each player character, or may be changed according to the game situation (such as the activation of a predetermined event or the addition of a specific player character), or may be changed according to the elapsed time since the start of the game.
[0048] In particular, in this case, during the setting period of the set one specific player character, the value of the parameter may be changed, or when switching to another specific player character, even for the same parameter, the value may be set to a different value, etc., and the value of the parameter may be changed every time the set player character is switched.
[0049] (8) Further, an embodiment of the present invention is such that the character control means controls the specific player character and a non - specific player character different from the specific player character, and the setting means, when setting the specific player character, sets the characteristics of the specific player character to be different from the characteristics of the non - specific player character as the special effect.
[0050] With this configuration, an embodiment of the present invention can set a specific player character having more advantageous characteristics or more disadvantageous characteristics than non - specific player characters, such as increasing or decreasing the attack ability, or increasing or decreasing the points or items obtained when defeating an enemy character.
[0051] Therefore, an embodiment of the present invention can change the special effect for the game for each team during the game by changing or adding a specific player character, so that a team strategy can be constructed in accordance with the change in the special effect for the game for each team during the game.
[0052] Furthermore, "setting the characteristics of a specific player character" means that the characteristics to be set may vary for each player character, may change according to the game situation (such as the activation of a predetermined event or the addition of a specific player character), or may change according to the time elapsed since the start of the game.
[0053] In particular, in this case, the characteristics of a specific player character may be changed during the setting period, or the characteristics may be changed each time the player character is switched, such as setting characteristics with different ability values even if they are the same characteristics when switching to another specific player character.
[0054] (9) In addition, one embodiment of the present invention has a configuration in which, when the character control means executes attack-related processing for a given attack on the specific player character, it executes control that is different from the control used when executing attack-related processing for a non-specific player character that is different from the specific player character, as a special effect.
[0055] With this configuration, one embodiment of the present invention makes it possible to set a specific player character that has an advantage or disadvantage in attack control compared to an unspecified player character, such as having high attack capabilities or receiving more damage from enemy attacks.
[0056] Therefore, in one embodiment of the present invention, by changing or adding specific player characters, the special effects on the game for each team can be changed during the game, and thus, during the game, team strategies can be constructed in accordance with the changes in the special effects on the game for each team.
[0057] (10) In addition, one embodiment of the present invention further comprises a display control means that performs a display control process for displaying an identification mark for identifying the specific player character as said specific player character.
[0058] With this configuration, one embodiment of the present invention makes it possible to make other players, such as non-specific players, aware that a particular player character is a specific player character, for example, to recognize it as a target for attack or as a target for cooperative play, thereby facilitating battles or facilitating smooth cooperative play.
[0059] Furthermore, "display control processing" refers to performing display control on display means that function as part of a game system, such as a monitor, or providing information to a terminal device connected to the game system via a communication line to perform identification display.
[0060] Furthermore, the "display control process" may be a process that makes the display recognizable to all players participating in the game, a process that makes the display recognizable only to players in the team to which a specific player belongs, or a process that makes the display recognizable only when an item (such as a radar item) or ability is used to improve gameplay, such as making it difficult to recognize a specific player character.
[0061] (11) In addition, one embodiment of the present invention further comprises a count management means for managing the number of times a specific player character has been set for each player character, wherein the setting means sets the specific player character according to the number of times each player character has been set.
[0062] With this configuration, one embodiment of the present invention can prohibit the setting of a specific player character beyond a limited number of times, thereby enabling smooth rotation of specific player characters within each team.
[0063] Furthermore, it is desirable that the "number of settings" includes one or more settings and is updated and stored in a memory or other storage means in association with identification information such as the player character's ID.
[0064] (12) In another embodiment of the present invention, the setting means has a configuration that sets the specific player character for each team in a predetermined order.
[0065] With this configuration, one embodiment of the present invention enables smooth rotation of specific player characters within each team.
[0066] Furthermore, "a predetermined order" means that the entire order may be determined by the program or by the player, or only the first specific player character may be determined, with subsequent orders set randomly or as appropriate.
[0067] In particular, the order of play may be set by the players before the game starts, or it may be set at a predetermined time during the game.
[0068] (13) In another embodiment of the present invention, the character control means has a configuration that variably controls the period during which the specific player character is set.
[0069] With this configuration, one embodiment of the present invention makes it possible to make the period during which a specific player character is set variable, for example, when two or more specific player characters are set at the same time, or when they are set at different time intervals.
[0070] In other words, one embodiment of the present invention can improve gameplay by having the game's progress, such as the battle situation, differ depending on the period set for a specific player character, and can also change whether or not the game can be beaten depending on the strategy for the game, such as the actions of each player character during the period set for a specific player character and the way the game progresses accordingly.
[0071] Furthermore, "variably controlling the period during which a specific player character is set" may involve changing the period according to the attributes of each team, or changing the period according to the time of day the game is played, the time elapsed since the start of the game (e.g., different at the start and near the end), or the game situation.
[0072] (14) In another embodiment of the present invention, the character control means has a configuration that controls the period during which the player character is set as the specific player character, according to the attributes of the player character set as the specific player character or the items that the player character possesses.
[0073] With this configuration, one embodiment of the present invention can incorporate bonus elements into the game, such as extending the period during which a high-level player character is a specific player character, or extending the period during which a player character possessing a specific item is a specific player character, thereby improving the enjoyment of the game.
[0074] The "player character attributes" include type (including game categories), level, and abilities.
[0075] (15) In another embodiment of the present invention, the setting means has a configuration that sets a specific period of time according to a given game situation, and sets a specific player character during the set specific period of time.
[0076] With this configuration, one embodiment of the present invention allows for the setting of specific player characters to advance the game or introduce changes to the game when a match between two or more teams is closely contested, or when there is a large difference in the score, thereby improving gameplay and providing an attractive game.
[0077] Furthermore, "given game conditions" include, as mentioned above, the status of each player or player character, the status of each team, the status of item acquisition and use, and the status of the game space including enemy characters.
[0078] (16) In addition, one embodiment of the present invention has a configuration in which, when setting the specific player character, the character control means determines the special effect according to the relationship between the set specific player character and the player character that was set as the specific player character before the setting, and applies the determined special effect to the specific player character.
[0079] With this configuration, one embodiment of the present invention can enhance the abilities of a specific player character or grant special effects, such as making combo attacks or special effects last longer than usual, when a newly set specific player character and the player character that was previously set for that specific player character have the same attributes, or when they have performed a certain number of combo attacks or more.
[0080] The "relationship between a designated player character and a player character that was previously designated as a designated player character" includes, for example, having the same player character attributes, having performed a certain number of combo attacks, and possessing the same items.
[0081] Furthermore, "player characters that were set as a specific player character before the setting" may refer to player characters that were set as a specific player character immediately prior to the setting, player characters that were set as a specific player character before that, or multiple player characters that were previously set as a specific player character.
[0082] (17) In another embodiment of the present invention, the character control means has a configuration in which, when setting the specific player character, if a given second condition different from the given first condition is met, the special effect is granted to the specific player character.
[0083] With this configuration, one embodiment of the present invention allows for the enhancement of a specific player character's abilities or the continuation of special effects such as combo attacks or special effects for a longer period than usual when a second condition is met, such as when a newly established specific player character possesses a specific item, or when the player of the said specific player character wins a given lottery.
[0084] The "given second condition" includes: (D1) the new specific player character, the old player character that was set as the specific player character before the setting, or both, possessing a specific item; (D2) the new specific player character, the old player character that was set as the specific player character before the setting, or both, winning a given lottery; (D3) the new specific player character, the old player character that was set as the specific player character before the setting, or both, clearing a given stage; and (D4) when the specific player character is set, the timing of that setting is a given timing.
[0085] (18) Another embodiment of the present invention is a program for executing a given game relating to a team composed of multiple players that is executed using player characters, wherein the computer functions as: reception processing means for receiving operation instructions from the players; game control means for executing control relating to the game on a team basis based on the received operation instructions from the players; setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is being executed; and character control means for controlling each player character while granting special effects in the game to the set specific player character, wherein the setting means, when given conditions are met, adds another player character different from the already set specific player character as the specific player character in the team in question, or changes the specific player character to the other player character.
[0086] With this configuration, in one embodiment of the present invention, during a game, if certain conditions are met, such as when a predetermined timing arrives or when a given game situation is reached, each team can change or add specific player characters, such as by rotating specific player characters within the team. This allows for changes in the advantageous or disadvantageous effects on the game associated with specific player characters for each team during the game.
[0087] Therefore, one embodiment of the present invention allows for the construction of team strategies that change during the game, with each team having a special effect, while balancing the abilities or superiority / inferiority of each team (i.e., maintaining team balance), thereby enhancing the appeal and excitement of the game.
[0088] Preferred embodiments of the present invention will be described below. Note that the embodiments described below are not intended to unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in these embodiments are necessarily essential components of the present invention.
[0089] [1] Game System First, the overview and general configuration of the game system 1 of this embodiment will be described using Figure 1. Figure 1 is a diagram showing an example of the configuration of the game system 1 of this embodiment.
[0090] As shown in Figure 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (for example, terminal devices 20A, 20B, 20C) can connect to the Internet (an example of a network).
[0091] Users (i.e., players) can access the server device 10 from the terminal device 20 and play games transmitted from the server device 10 via the internet.
[0092] Furthermore, users can communicate with other users (players) by accessing the server device 10 from the terminal device 20.
[0093] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected via the Internet. The server device 10 may also function as an SNS server providing communication-type services. Here, an SNS server may be an information processing device that provides services enabling communication among multiple users.
[0094] Furthermore, if the server device 10 functions as an SNS server, for example, it can provide a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.
[0095] In particular, the server device 10 is capable of providing games on the terminal device 20's web browser, such as browser games created in various languages including HTML, FLASH, CGI, PHP, Shockwave, Java® applets, and JavaScript® (games that can be launched simply by opening the installation site in a web browser).
[0096] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. Furthermore, the server device 10 has a configuration that allows it to connect with other users' terminals (smartphones, PCs, game consoles, etc.) via a network and provide online games that allow simultaneous online sharing of the same game progress.
[0097] On the other hand, the server device 10 may consist of one (device, processor) or multiple (devices, processors).
[0098] Furthermore, information such as billing information and game information stored in the storage area of the server device 10 (storage unit 140 described later) may be stored in a database (broadly speaking, a storage device or memory) connected via a network (intranet or internet). Alternatively, when functioning as an SNS server, information such as player-related information storage unit 146 stored in the storage area may be stored in a database (broadly speaking, a storage device or memory) connected via a network (intranet or internet).
[0099] Specifically, the server device 10 of this embodiment has a configuration that receives input information based on the operation of the user of the terminal device 20 (i.e., the player who runs the game) and performs game processing based on the received input information.
[0100] The server device 10 transmits the game processing results to the terminal device 20, and the terminal device 20 has a configuration that performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 in a viewable format for the user.
[0101] The terminal device 20 is an information processing device such as a smartphone, mobile phone, PHS, computer, game device, PDA, portable game console, or image generation device, and is a device that can connect to the server device 10 via a network such as the Internet (WAN) or LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0102] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (data in HTML format). Specifically, the terminal device 20 is equipped with a communication control function for communicating with the server device 10, a web browser function that performs display control using data received from the server device 10 (web data, data created in HTML format, etc.), and sends user operation data to the server device 10, and performs various processes to provide the game screen to the user, allowing the user to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute predetermined game processing, and run the game based on the game processing.
[0103] Specifically, when the terminal device 20 requests the server device 10 to play a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that allows it to execute the game by using an API as needed to cause the server device 10, which functions as an SNS server, to perform predetermined processing, or by obtaining player-related information storage unit 146 managed by the server device 10, which functions as an SNS server.
[0104] [2] Server Device Next, the server device 10 of this embodiment will be described using Figure 2.
[0105] Figure 2 shows the functional blocks of the server device 10 in this embodiment. Furthermore, the server device 10 in this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.
[0106] The server device 10 includes an input unit 120 for administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 for storing predetermined information, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processing mainly related to the games provided, and a storage unit 140 for storing various data mainly used for games.
[0107] The input unit 120 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is composed of a mouse, keyboard, etc.
[0108] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 in this embodiment is composed of a liquid crystal display or the like.
[0109] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).
[0110] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.
[0111] The memory unit 140 serves as the work area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM), etc. The information stored in the memory unit 140 may be managed by a database.
[0112] Furthermore, in addition to the main memory unit 142, the storage unit 140 of this embodiment includes a game data storage unit 144 that stores game information indicating information related to the game, a player-related information storage unit 146 that stores information about each player and information related to the player's game (hereinafter referred to as "player-related information"), and a player character-related information storage unit 148 that stores information about player characters (including items) owned by each player as player character-related information.
[0113] The processing unit 100 performs various processes using the main memory unit 142 within the storage unit 140 as the work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.
[0114] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).
[0115] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium, and performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.
[0116] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a specific player character setting processing unit 104, a player character control unit 105, a player character management unit 106, a player-related information management unit 107, a timer management unit 109, and an information provision unit 110.
[0117] The communication control unit 101 performs data transmission and reception with the terminal device 20 via the network. In other words, the server device 10 performs various processes based on the information received from the terminal device 20, etc., by the communication control unit 101.
[0118] In particular, the communication control unit 101 performs reception processing to receive player operation instructions transmitted from the terminal device 20.
[0119] Furthermore, the communication control unit 101 performs a process to transmit the game screen to the terminal device 20 of the corresponding player based on the results of the game processing.
[0120] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs the following processes: sending data in response to a request from a Web browser 211 installed on the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and receiving data sent by the Web browser 211 on the terminal device 20.
[0121] In this embodiment, the example described is one in which the server device 10 also functions as an SNS server, but the server device 10 may be configured separately as a server for games and a server for SNS. Also, the game processing in this embodiment may be partially or entirely performed by the server device 10, or partially performed by the terminal device 20.
[0122] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and based on player operations input via the terminal device 20, executes various game processes related to various competitive games such as battle games, action games, racing games, RPGs, music games, or sports games in which multiple players compete against each other in combat or fighting.
[0123] The specific player character setting processing unit 104 executes a process (hereinafter referred to as the "specific player character setting process") to set at least one player character as a specific player character for each team, when the game is running and given conditions are met.
[0124] The player character control unit 105 controls each player character while granting special in-game effects to the specific player character set by the specific player character setting process.
[0125] The player character management unit 106 manages each player's player character based on the game situation and the player's instructions.
[0126] The player-related information management unit 107 manages information about each player (hereinafter referred to as "player-related information").
[0127] In particular, the player-related information management unit 107 manages, for example, communication environment information for each player, and history information regarding past matching process executions (hereinafter referred to as "matching history information").
[0128] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device 20.
[0129] The information provision unit 110 generates various game information and provides it to the terminal device 20 in order to allow the terminal device 20 to process the game.
[0130] In particular, the information provision unit 110 generates information (i.e., game information) for controlling each player's target player character by the corresponding terminal device 20, along with the game environment, and provides the generated game information to the corresponding terminal device 20.
[0131] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3.
[0132] Figure 3 is a diagram showing the functional blocks of the terminal device 20 of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) of Figure 2 are omitted.
[0133] The input unit 260 is a device for receiving input information from the player and outputs the player's input information to the processing unit 200. In this embodiment, the input unit 260 includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 can be, for example, a lever, button, steering wheel, microphone, touch panel display, keyboard, mouse, etc.
[0134] The memory unit 270 serves as the work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. In this embodiment, the memory unit 270 includes a main memory unit 271 used as the work area and an image buffer 272 where the final display image and the like are stored. Note that some of these components may be omitted.
[0135] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs), etc.
[0136] The processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280. The information storage medium 280 can store programs for making the computer function as each part of this embodiment (programs for making the computer execute the processing of each part).
[0137] In this embodiment, the server device 10 receives programs and game data for making the computer function as each part of this embodiment, which are stored in the information storage medium 180 and the storage unit 140, via the network, and stores the received programs and data in the information storage medium 280. The programs and data received from the server device 10 may also be stored in the storage unit 270. The case in which the network system functions by receiving programs and data in this way is also included within the scope of the present invention.
[0138] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.
[0139] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker or headphones, etc. For example, the display unit 290 constitutes the display means of the present invention.
[0140] The communication unit 296 performs various controls for communicating with external devices (e.g., other terminals, servers), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0141] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on game-related information obtained from the server device 10 via the communication unit 296, input information from the input unit 260, or a program.
[0142] This processing unit 200 performs various processes using the main memory unit 271 within the storage unit 270 as the work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.
[0143] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Some of these units may be omitted.
[0144] The communication control unit 210 performs data transmission and reception with each of the server devices 10. The communication control unit 210 also performs data storage in the storage unit 270, data analysis, and other control processing related to data transmission and reception.
[0145] The communication control unit 210 may also store and manage the server's destination information (IP address, port number) in the information storage medium 280. Furthermore, the communication control unit 210 may communicate with the server device 10 when it receives input information from the player to initiate communication.
[0146] In particular, the communication control unit 210 transmits player identification information and operation information to the server device 10 and processes the reception of game-related information (player information, game card information, player's web page, and game screen, etc.) from the server device 10.
[0147] The communication control unit 210 may perform data transmission and reception with the server device 10 at predetermined intervals, or it may perform data transmission and reception with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 210 in this embodiment performs processing to receive the game screen from the server device 10.
[0148] The web browser 211 is an application program for viewing web pages (game screens). It downloads HTML files, image files, etc., from a web server (server device 10), analyzes the layout, and controls the display. The web browser 211 also sends data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).
[0149] The Web browser 211 of this embodiment can implement browser games. For example, the Web browser 211 may execute a program written in JavaScript®, FLASH, Java®, etc., received from a Web server (server device 10).
[0150] The terminal device 20 can display information from a web server specified by a URL via the internet using its web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using its web browser 211.
[0151] The game processing unit 212 performs various game calculations. For example, it performs processes to start the game when the game start conditions are met, processes to run the game, and processes to terminate the game when the game end conditions are met.
[0152] The game processing unit 212 may also perform the process of placing various objects (objects composed of primitives such as polygons, freeform surfaces, or subdivision surfaces) that represent display elements such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) into the object space.
[0153] Here, object space refers to a virtual space that includes both two-dimensional and three-dimensional spaces. Two-dimensional space is, for example, the space in which objects are placed in two-dimensional coordinates (X, Y), and three-dimensional space is, for example, the space in which objects are placed in three-dimensional coordinates (X, Y, Z).
[0154] In addition to setting the game card as deck data, the game processing unit 212 controls the sending and receiving of various information during login, executes game processing based on player operations when the game is run in real time in conjunction with the server device 10, and performs game processing including playback of received automatic calculation data when the game is run by automatic calculation.
[0155] Furthermore, the display control unit 213 performs the processing to display on the display unit 290. For example, the display control unit 213 may use a web browser 211 for display.
[0156] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is then output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.
[0157] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292.
[0158] [4] Method of this embodiment [4.1] Overview Next, an overview of the game control process, including the specific player character setting process, which is performed by the server device 10 of this embodiment, will be described using Figure 4.
[0159] Figure 4 is a diagram illustrating the outline of the game control process, including the specific player character setting process, which is executed by the server device 10 of this embodiment.
[0160] The server device 10 of this embodiment is configured to work in conjunction with terminal devices 20 of players connected via a network, and to execute various games in which multiple players participate, using each player character set up in a game space (for example, a game field in a virtual three-dimensional space).
[0161] In particular, the server device 10 of this embodiment has a configuration that allows it to run a game involving a team composed of multiple players, which is executed using player characters.
[0162] For example, the server device 10 of this embodiment has a configuration for running competitive games (fighting games or sports games), RPGs, shooting games, racing games, music games, puzzle games, or simulation games, and has a configuration for running games that are played by teams or by teams playing cooperatively.
[0163] Specifically, as shown in Figure 4, the server device 10 has the following configuration: (A1) receives player operation instructions, (A2) executes game-related controls on a team basis based on the received player operation instructions, (A3) executes a process to set at least one player character as a specific player character for each team during at least a specific period of time while the game is running (hereinafter referred to as the "specific player character setting process"), and (A4) controls each player character while granting special effects in the game to the set specific player character.
[0164] Furthermore, as shown in Figure 4, the server device 10 has a configuration that, as a specific player character setting process, if given conditions are met during a specific period, adds a player character other than the already set specific player character as the specific player character in the relevant team, or changes the specific player character to that other player character.
[0165] Figure 4 shows an example where, during the execution of the game control process, a matching process is performed based on the player's operation instructions to form teams consisting of three players each for Team A, Team B, and Team C. After the game starts, as part of the specific player character setting process and player character control, a rotation is performed for each team, switching the leader character (hereinafter also referred to as "leader") as a specific player character among the player characters of each player (indicated as "P-Ch" in the figure; for example, the player character of player 1 is indicated as "P-Ch1". The same applies to other players and player characters).
[0166] In particular, Figure 4 shows an example where, in each team, when a player character becomes the leader character, "+10" is added to their normal attack ability (i.e., to the value of their attack parameter).
[0167] Furthermore, in the example shown in Figure 4, although not shown in the figure, if a given setting condition is met in Phase 3, the system is configured to return to Phase 1 and continue until the end of the game.
[0168] The server device 10 and the game system 1 including it in this embodiment, with this configuration, allow each team to change or add specific player characters, such as by rotating specific player characters within the team, when certain conditions are met during the game, for example, when a predetermined timing arrives or when a given game situation is reached.
[0169] Furthermore, the server device 10 and the game system 1 including it in this embodiment can change the advantageous or disadvantageous effects on the game associated with specific player characters for each team during the game. This allows for the construction of team strategies that change in player characters with special effects for each team during the game, while maintaining a balance of abilities or superiority / inferiority among the teams (i.e., maintaining team balance).
[0170] Therefore, the server device 10 and the game system 1 including it in this embodiment can enhance the appeal of the game and improve its entertainment value.
[0171] [4.2] Player-related information and player character-related information [4.2.1] Player-related information Next, the player-related information of this embodiment will be described using Figure 5.
[0172] Figure 5 shows an example of player-related information stored in the player-related information storage unit 146.
[0173] Player-related information is stored in the player-related information storage unit 146, associated with the ID of each player (i.e., the player ID).
[0174] For example, player-related information includes various types of information, as shown in Figure 5, such as: (A1) the player's nickname or name, (A2) the name or ID of the team to which the player belongs, (A3) information about individual and team performance such as current score, experience points, or rewards or game time (hereinafter also referred to as "performance information"), (A4) information about game status such as the number or type of enemy characters defeated, such as tasks or stages completed, items acquired, or enemies defeated, (hereinafter referred to as "game status information"), (A5) information about game history such as the total time since the first time the game was played (hereinafter also referred to as "total game time"), the period of use since new registration, and login history, (hereinafter referred to as "game history information"), (A6) information about billing such as billing history and amount billed (hereinafter referred to as "billing information"), and (A7) information about each player's communication environment.
[0175] In particular, communication environment information includes various types of information such as wired and wireless communication line types (including whether Wi-Fi is used, whether wireless communication on a local area network is used, and whether wireless communication on a wide area network (WWAN) is used, such as whether mobile communication networks are used), communication speed (line speed), response time (Ping value), whether relay connections are used, information on the communication provider, information on the performance of communication connection equipment such as routers, and information on the computer's communication processing capabilities.
[0176] [4.2.2] Player Character Related Information Next, the player character related information of this embodiment will be described using Figure 6.
[0177] Figure 6 shows an example of player character-related information stored in the player character-related information storage unit 148.
[0178] Player character-related information is stored in the player character-related information storage unit 148 for each player, corresponding to the team to which each player belongs.
[0179] For example, as shown in Figure 6, player character-related information includes, while being associated with the player ID and the ID of the team to which the player belongs (hereinafter referred to as "team ID"), (A1) the type or ID of the player character (hereinafter referred to as "character ID"), (A2) information about the player character's abilities, the values of their parameters, their level (hereinafter referred to as "character level"), and attributes indicating characteristics (attribute information), (A3) information about items such as the type and number of items the player character possesses, the characteristics and parameter values of each item, and usage history (hereinafter referred to as "item-related information"), (A4) information about the individual character's battle record in games against other player characters and other teams, such as the number of battles (including the number of sorties) and the number of wins (hereinafter referred to as "character battle record information"), and (A5) the values of parameters that directly affect the outcome of the game (parameters that change depending on the game situation) associated with each player character, such as life energy.
[0180] [4.3] Team Battle Game Next, a game in which teams compete against each other (i.e., a team battle game) according to this embodiment will be described.
[0181] The game management unit 103 accepts registrations for participation in team battle games based on instructions entered by the player via the terminal device 20.
[0182] Then, as shown in Figure 4, the game management unit 103, when a predetermined number of players (for example, 9 people) (hereinafter referred to as "registered players") have registered to participate, assigns the registered players to a predetermined number of teams (for example, 3 teams) (i.e., performs a matching process) and starts a team battle game (3 players x 3 teams).
[0183] At this time, if the number of registered players exceeds a predetermined number, the game management unit 103 performs a given matching process, such as random matching or level-based matching, to form teams and start a team battle game.
[0184] Then, when a predetermined amount of time has elapsed (i.e., time is up), the game management unit 103 totals the points earned by each team and identifies the team with the most points as the winning team.
[0185] Specifically, as shown in Figure 4, for example, when a team battle game is being played, the game management unit 103 works in conjunction with the player character control unit 105 to perform various controls to advance the game based on instructions from each player transmitted from each terminal device 20.
[0186] In particular, during a team battle game, the game management unit 103 executes a game in which the player character of the opposing team is defeated, awards points when the opposing team's player character is defeated, and continues to execute the game until a predetermined amount of time has elapsed (i.e., until time runs out).
[0187] Furthermore, the player character control unit 105 controls the actions of each player character for each team based on the instructions from each player transmitted from each terminal device 20.
[0188] Furthermore, as shown in Figure 4, the specific player character setting processing unit 104 sets player character 1 as the leader character and designates it as the specific player character during the game's execution period.
[0189] For example, the specific player character setting processing unit 104 switches a specific character every minute and for each team.
[0190] Then, as shown in Figure 4, for example, the player character control unit 105 grants the leader character special game effects (including advantageous and disadvantageous effects, as described later) such as a permanently enhanced state, increased hit points (HP) (including both when attacked and when attacking), or faster reloading, unlike other player characters (i.e., non-specific player characters), and performs control based on these effects.
[0191] For example, the specific player character setting processing unit 104 grants more points when a specific player character of the opposing team is defeated than when a non-specific player character is defeated.
[0192] [4.4] Specific Player Character Setting Process Next, the specific player character setting process performed by the server device 10 of this embodiment will be described.
[0193] (Basic Principle) The specific player character setting processing unit 104 executes a specific player character setting process to set at least one player character as a specific player character for each team during at least a specific period of time while the game is running.
[0194] Specifically, the specific player character setting processing unit 104 sets one player character within a team as the specific player character for the entire game period from the start to the end of the game (for example, always during the entire team period), and when given conditions (hereinafter also referred to as "setting conditions") are met, it performs a process (switching) to change the specific player character to another player character that is not set as the specific player character (hereinafter referred to as "non-specific player character") for each team (or only the relevant team).
[0195] In particular, the specific player character setting processing unit 104 sets a specific player character at the start of the game randomly, based on a selection based on the player's instructions (including a selection based on the team's consensus), or based on conditions such as having a given attribute (e.g., level).
[0196] Then, after the game starts, the specific player character setting processing unit 104 sets the specific player character to another player character if the given setting conditions are met (these may be the same conditions as at the start of the game, or different setting conditions).
[0197] Specifically, the specific player character setting processing unit 104, when the setting conditions are met, randomly selects a non-specific player character and sets it as a specific player character, or sets a player character that meets specific setting conditions as a specific player character.
[0198] On the other hand, the specific player character setting processing unit 104 may set the setting period for each specific player character to the same length, or it may set it to be variable.
[0199] In particular, if the specific player character setting processing unit 104 makes the setting period variable, it may change the period according to the attributes of each team, or it may change the period according to the time of day the game is being played, the time elapsed since the start of the game (which may differ between the start and near the end), or the game situation.
[0200] (Setting conditions) The specific player character setting processing unit 104 executes the specific player character setting process using, for example, the following conditions as given setting conditions.
[0201] Specifically, the specific player character setting processing unit 104 sets at least one player character as a specific player character for each team when it detects that a predetermined time has elapsed from a given timing, or that a predetermined timing has been reached, as a given setting condition.
[0202] For example, the specific player character setting processing unit 104, when a predetermined time has elapsed since the start of the game or the acquisition of a given item, adds a different player character as the specific player character, or changes the specific player character to that other player character.
[0203] Furthermore, for example, the specific player character setting processing unit 104 sets a specific player character at predetermined times, such as at midnight every day, when an enemy boss character is defeated, or when a given item is acquired.
[0204] Alternatively, the specific player character setting processing unit 104 may, as a given setting condition, set at least one player character as a specific player character for each team when it detects that a given game situation has met predetermined conditions.
[0205] In particular, a given game situation includes the status of each player or player character, the status of each team, the status of item acquisition and use, and the status of the game space, including enemy characters.
[0206] Furthermore, player status includes player participation status, number of players, and other game-related information such as billing history.
[0207] Furthermore, the status of a player character includes, for a specific player character, a non-specific player character, or a combination of a specific player character and a non-specific player character, the status of life energy, position in the game space (such as in territory control games), acquisition or use of items, actions (number of attacks, attack frequency, or time spent in specific areas such as enemy territory), the level of the player character's abilities (e.g., ability level or ability parameter values) or performance (number of kills, number of matches, number of wins / losses, number of points earned, number of points lost), and the status of cooperation and collaboration with other player characters.
[0208] Specifically, the player character's situation may include not only the above-mentioned situations (direct situations), but also an overall situation determined from one or more of the above-mentioned situations, such as whether the player character is in an advantageous or disadvantageous situation. For example, this may include a predetermined disadvantageous situation for a specific player character (when a certain amount of damage is received), and a situation in which a specific player character is unable to act during the game.
[0209] Furthermore, the team's situation includes not only whether the team is winning or losing, but also the number of remaining characters in the match (including not only the number but also the type of character, such as vanguard, second-in-command, or general), the team's overall life energy value, and the battle / match area (whether it's the enemy's base or your own, or the distance to the goal).
[0210] For example, when a given stage is cleared, an enemy boss character is defeated, or a given item (including a skill) is acquired, the specific player character setting processing unit 104 adds a different player character as the specific player character, or changes the specific player character to that other player character.
[0211] Furthermore, for example, the specific player character setting processing unit 104 sets a specific player character when a given game situation occurs, such as when the team in question gains an advantage, such as when the team's total life energy exceeds a certain value, or when the team in question loses an advantage, such as when the team's total life energy falls below a certain value.
[0212] On the other hand, the specific player character setting processing unit 104 may, as a given setting condition, set at least one player character as a specific player character for each team if a specific player character already set during the game enters a predetermined unfavorable situation, or if the specific player character becomes unable to act during the game, and the given game situation meets predetermined conditions.
[0213] For example, if a specific player character takes a predetermined amount of damage or becomes incapacitated, the specific player character setting processing unit 104 adds another player character, different from the already set specific player character, as the specific player character, or changes the specific player character to that other player character.
[0214] (Setting of specific player characters) After the game starts, the specific player character setting processing unit 104 may, as described above, set specific player characters randomly in an order predetermined before the game starts, if the above conditions are met.
[0215] Specifically, the specific player character setting processing unit 104 determines the order of all players by program or by the player before the game starts, and rotates the specific player characters during the game according to that order.
[0216] In this case, the specific player character setting processing unit 104 may determine only the first specific player character and then set the subsequent characters randomly or as appropriate, or it may set them at a predetermined timing during the game.
[0217] Furthermore, the specific player character setting processing unit 104 may set a specific player character based on the selection instructions of the opposing player, such as by using a specific item, or based on the selection of the player currently controlling the specific player character, or based on the selection of players within the team, such as through voting by players within the team.
[0218] On the other hand, if a new specific player character is set after the game has started, the specific player character setting processing unit 104 sets any already set specific player characters to non-specific player characters.
[0219] In other words, when the game is running and given conditions are met, and a non-specific player character different from the specific player character is set as the specific player character, the specific player character setting processing unit 104 changes the player character already set as the specific player character to a non-specific player character and performs a rotation of specific player characters within the team.
[0220] Furthermore, when the specific player character setting processing unit 104 sets a specific player character, including rotation and switching, it may set one player character as the specific player character, or it may set two or more player characters as the specific player character simultaneously or at the same time (including at different timings).
[0221] Furthermore, when setting two or more player characters as specific player characters simultaneously, the specific player character setting processing unit 104 may set different setting periods for each of the specific player characters.
[0222] (Specific player character setting process during certain special periods) The specific player character setting processing unit 104 may set a specific player character during certain special periods in the game, instead of setting a specific player character for the entire duration of the game.
[0223] In particular, the specific player character setting processing unit 104 may set a special period depending on a given game situation, and set a specific player character during the set special period.
[0224] In other words, the specific player character setting processing unit 104 determines whether or not to set a special period depending on the game situation, such as the activation of a given event or the use of a special item, and if it determines that a special period should be set, it may set a specific player character during that special period.
[0225] Specifically, the specific player character setting processing unit 104 may set a specific player character if the setting conditions are met during a special period, such as when a specific item is acquired, when a game is played on a special stage, when a player character enters a special area, when the battle is at a stalemate (for example, when a match continues for 3 minutes and a winner cannot be determined), when the battle is evenly matched (for example, when the scores of each team are the same or within a predetermined range), or when a difference in skill exceeding a predetermined amount occurs (for example, when in a match to acquire items there is a difference of more than twice the number of items acquired).
[0226] [4.5] Control of Player Characters Next, the control of player characters performed by the server device 10 of this embodiment will be described.
[0227] (Basic Principle) The player character control unit 105 controls each player character, along with other player characters (i.e., non-specific player characters), while granting special in-game effects to the specific player character set by the specific player character setting process as described above.
[0228] Specifically, the player character control unit 105 grants special in-game effects to a specific player character designated as the team leader, including effects that influence the team's performance, actions, or abilities, as well as advantageous or disadvantageous effects in the game.
[0229] In particular, the player character control unit 105 controls a specific player character and a non-specific player character different from the specific player character in order to produce special effects for that specific player character, and when setting the specific player character, it sets the value of a given parameter of the specific player character to a value different from the value of the same parameter of the non-specific player character.
[0230] Furthermore, the player character control unit 105 may similarly set the characteristics of the specific player character to be different from those of a non-specific player character when setting the specific player character.
[0231] (Special Effects) The player character control unit 105 performs special effects such as controlling a specific player character to gain more points than other player characters, controlling the amount of damage received from enemies to be greater than other player characters, granting special movements, special abilities, and special skills, and controlling the generation of a "buff (enhancement of a specific ability)" for the entire team (for example, increasing attack ability by 10%).
[0232] Specifically, the player character control unit 105 controls the granting of the following advantageous effects in the game to a specific player character: (A1) an effect that improves the abilities of the team, each player belonging to the team, and each player character controlled by each player (including an increase in the ability values that are already present and the addition of new abilities, for example, increasing the normal maximum ability by "+100"), (A2) an effect that increases various parameters such as points, scores, in-game currency, or experience points of the team and the players belonging to the team (for example, points earned are "10" times higher), or (A3) an effect that increases the probability of winning in gacha performed by the team or the players belonging to the team (for example, a 10% increase in the probability of winning an S-rare item).
[0233] Furthermore, the player character control unit 105 may grant each of the effects (A1) to (A3) to be more advantageous than when the player character set as the specific player character is not set as the specific player character, or it may grant a more advantageous effect than the same effect for a non-specific player character during the period in which the specific player character is specified.
[0234] Furthermore, the player character control unit 105 controls the application of the following unfavorable game effects to a specific player character: (B1) an effect that reduces the abilities of the team, each player belonging to the team, and each player character controlled by each player (including a reduction in the ability values that are already present and the invalidation of the abilities themselves); (B2) an effect that reduces various parameters such as points, scores, in-game currency, or experience points of the team and players belonging to the team (for example, if a non-specific player character is defeated, -3 points are lost, but if a specific player character is defeated, -10 points are lost); or (B3) an effect that reduces the probability of winning in gacha performed by the team or players belonging to the team (for example, a 10% reduction in the probability of winning an S-rare item).
[0235] Furthermore, the player character control unit 105 may apply effects (B1) to (B3) that are less favorable to the player character set as a specific player character than when the player character is not set as a specific player character, or it may apply effects that are less favorable to the same effects applied to non-specific player characters during the period in which the specific player character is specified.
[0236] On the other hand, when the player character control unit 105 executes attack-related processing for a given attack on a specific player character, it may, as a special effect, execute control that is different from the control used when executing attack-related processing for an unspecified player character.
[0237] In other words, in this case, during the game, the special effects on each team for the game are changed, and in order to allow the team to build a team strategy in accordance with the changes in the special effects on each team for the game, the player character control unit 105 sets specific player characters that have more advantageous or disadvantageous attack control than non-specific player characters, such as having higher attack capabilities or taking more damage from enemy attacks.
[0238] In addition to the above, the player character control unit 105 may also restore values that have already been lost in a team battle game, such as the hit points of a player character that have been set for a specific player character.
[0239] [4.6] Information Provision Processing Next, the information provision processing of this embodiment will be described using Figure 7.
[0240] Figure 7 shows an example of the information provision process in this embodiment, where the terminal device 20 displays an indication that it is a specific player character.
[0241] The information provision unit 110 provides various game information related to game control and display to the corresponding terminal device 20 during the game.
[0242] In particular, the information provision unit 110 provides each terminal device 20 with information for displaying an identification indicator to identify a specific player character set during the game.
[0243] In other words, the information provision unit 110 is configured to work in conjunction with each terminal device 20 and to execute display control processing for identifying a specific player character as that specific player character.
[0244] Furthermore, the information provision unit 110 may perform a display control process that makes the information recognizable to all players participating in the game, or it may perform a process that makes the information recognizable only to players in the team to which a specific player belongs, or it may perform a process that makes the information recognizable only when an item (such as a radar item) or ability is used to improve gameplay, such as making it difficult to recognize a specific player character.
[0245] For example, as shown in Figure 7, the information provision unit 110 identifies and displays a specific player character using a different color, size, or decoration (including text display or silhouette) than a non-specific player character.
[0246] Furthermore, if the order in which specific player characters are set (i.e., the rotation order) is predetermined (i.e., only the next order is determined), the information provision unit 110 may display the order during the game to all players, to all players on the relevant team, or only to the relevant players (i.e., to each player only, showing only their own turn).
[0247] In addition to the above, the information provision unit 110 may also provide information to the terminal device 20 to cause it to display a message indicating that the specific player character should be changed, or to output a sound such as a warning sound, when the remaining time set for the specific player character reaches a predetermined time (for example, 10 seconds).
[0248] Furthermore, in addition to the above, the information provision unit 110 may also provide information to the terminal device 20 to cause it to display a message or output a sound such as a warning when switching a specific player character to another player character.
[0249] [4.7] Modifications Next, modifications of this embodiment will be described.
[0250] (Modification 1: Using the communication environment status as a setting condition) In this embodiment, a specific player character is set when given setting conditions, such as a predetermined timing, are met. However, when it is detected that the communication environment in a given player's terminal device is in a specific state, the relevant team (specifically, each team) adds another player character as the specific player character, or changes the specific player character to that other player character.
[0251] In other words, the specific player character setting processing unit 104 may, assuming that the given setting conditions are met, detect that the communication environment at a given player's terminal device 20 is in a specific state, and set at least one player character as the specific player character for the corresponding team.
[0252] Specifically, the specific player character setting processing unit 104, if the terminal device specifications of the player operating the specific player character are low (CPU type, terminal device type, memory capacity, compatible communication line type, etc.) or if the communication conditions (presence or absence of wireless communication, communication speed or ping value, etc.) are poor, will add a player character from a player with high terminal device specifications or a player with good communication conditions as the specific player character, or change the specific player character to another player character, because this will negatively affect the team battle.
[0253] At this time, the specific player character setting processing unit 104 sets the current specific player character to a non-specific player character.
[0254] (Modification 2: Specific player setting period according to attributes or items) In this embodiment, the setting period for which a player character is set as a specific player character may be controlled according to the attributes of the player character set as a specific player character or the items that the player character possesses.
[0255] In other words, the specific player character setting processing unit 104 has a configuration that allows it to control the setting period for which a player character is set as a specific player character, such as extending the period for which a high-level player character is a specific player character, or extending the period for which a player character possessing a specific item is a specific player character, as a bonus element in the game.
[0256] In this modified example, the player character's attributes include type (including game category), level, and abilities.
[0257] (Modification 3: Number of times a specific player character can be set) In this embodiment, there is no limit on the number of times a specific player character can be set, but a limit may be placed on the number of times the specific player character can be set.
[0258] In other words, the specific player character setting processing unit 104 manages the number of times a specific player character has been set for each player character, and may set a specific player character according to the number of times each player character has been set.
[0259] Specifically, the specific player character setting processing unit 104 counts the number of times a specific player character has been set for each team and each player, and stores this information in the player character-related information storage unit 148, associating it with the corresponding player character.
[0260] Then, the specific player character setting processing unit 104 sets the specific player character according to the number of times each player character has been set.
[0261] In particular, the specific player character setting processing unit 104 sets a specific player character from among non-specific player characters whose setting count has not reached the upper limit, when the game is running and given conditions are met.
[0262] For example, if the order in which players are set as specific player characters is predetermined, and the number of times a player character in that order has been set has not reached the upper limit, the specific player character setting processing unit 104 will set that player character as the specific player character. If the number of times a player character in that order has been set has reached the upper limit, the unit will set the next player character in the order as the specific player character.
[0263] The specific player character setting processing unit 104 then determines whether the number of times the next player character has been set has reached its upper limit. If the number of times the next player character has been set has not reached its upper limit, it sets the next player character in the sequence as the specific player character. If the number of times the next player character has been set has reached its upper limit, it sets the next player character in the sequence as the specific player character, as long as the number of times the next player character has not reached its upper limit.
[0264] (Modification 4: When all player characters are set to a specific player character) In this embodiment, when a predetermined amount of time has passed until the end of the team battle game (i.e., time up), all player characters may be set to a specific player character.
[0265] In other words, in this case, the specific player character setting processing unit 104 determines that a predetermined timing has arrived and sets all player characters of each team to the specific player.
[0266] The player character control unit 105 then applies special effects to all player characters and performs control over them until the game ends.
[0267] (Modification 5: Other server device configuration examples) In the game system 1 of this embodiment, the game is executed and the matching process is performed by a single server device 10, but this may be achieved by multiple server devices.
[0268] (Modification 6: Granting special effects according to the relationship between leader characters) In this embodiment, when setting a specific player character (i.e., leader character), a special effect may be determined according to the relationship between the newly set specific player character (hereinafter also referred to as the "new specific player character") and the player character that was set as a specific player character before the setting (hereinafter also referred to as the "old specific player character"), and the determined special effect may be granted to the new specific player character.
[0269] Specifically, when a new specific player character is set, the player character control unit 105 determines whether the relationship between the newly set specific player character and the old specific player character before the setting is a pre-set relationship.
[0270] Furthermore, if the player character control unit 105 determines that the relationship between the new specific player character and the old specific player character is a pre-set relationship, it may grant the new specific player character the special effects described above, or grant the effect of continuing combos or special effects (which may be provided for a longer period than usual).
[0271] In particular, the player character control unit 105 determines whether the relationship between the specified player character and the player character that was previously set as the specified player character, the player character that was previously set as the specified player character, or multiple player characters that were previously set as the specified player character, is a pre-set relationship.
[0272] (Modification 7: Granting of special effects when other conditions are met) In this embodiment, when setting a specific player character (i.e., leader character), if a given second condition different from the given first condition is met, a special effect may be granted to the specific player character.
[0273] Specifically, when a new specific player character is set, the player character control unit 105 determines whether the newly set specific player character, the old specific player character before the setting, or both, satisfy the second condition.
[0274] Furthermore, if the player character control unit 105 determines that a new specific player character, an old specific player character, or both of them meet the second condition, it may grant the new specific player character the special effects described above, or grant an effect that continues combos or special effects (which may be provided for a longer period than usual).
[0275] In particular, the player character control unit 105 determines whether the former specific player character, which is the player character that was set as the specific player character immediately before, the player character that was set as the specific player character before that, or multiple player characters that were previously set as the specific player character, or these together with the new specific player character, satisfy the second condition.
[0276] The given second condition includes: (A1) The new specific player character, the old player character that was set as the specific player character before the setting, or both, possess the specific item; (A2) The new specific player character, the old player character that was set as the specific player character before the setting, or both, have won the given lottery; (A3) The new specific player character, the old player character that was set as the specific player character before the setting, or both, have cleared the given stage; and (A4) When the specific player character is set, the timing of that setting is the given timing.
[0277] [5] Operation in this embodiment Next, using Figure 8, we will describe the game control process that is specific to the setting of a specific player character and the control of player characters (specifically, the timing of the start of control for each player character when a specific player character is switched) that is performed by the server device 10 of this embodiment.
[0278] Figure 8 is a diagram illustrating the game control process specifically for setting a particular player character and issuing control instructions for the player character, which is performed by the server device 10 of this embodiment.
[0279] In this operation, it is assumed that player-related information and player character-related information for each player are stored in the player-related information storage unit 146 and the player character-related information storage unit 148.
[0280] Furthermore, this operation is executed in parallel with other game control processes, including player character control processes based on player instructions or game progress.
[0281] Furthermore, in this operation, it is assumed that players who wish to participate in a team-based game have already submitted a request for matchmaking, including team assignment.
[0282] First, the game management unit 103 performs a matching process to match players who wish to participate in team battles at a given timing. Once the participating players are determined (for example, 9 players) and a predetermined number of teams (for example, 3 teams) are formed (step S101), the specific player character setting processing unit 104 determines the order in which to set specific player characters (i.e., leader characters) for each team (step S102).
[0283] Next, the specific player character setting processing unit 104 sets the first specific player character for each team (step S103).
[0284] Next, the player character control unit 105 grants a special in-game effect to the designated player character (step S104).
[0285] Next, the game management unit 103 starts a team battle game with the assembled team and players, including a specific player character (step S105).
[0286] Furthermore, the game management unit 103 works in conjunction with the player character control unit 105, and when a team battle game is started, it controls each player character, including a specific player character, based on player instructions transmitted from each player's terminal device 20, and proceeds with the game.
[0287] Next, the game management unit 103 determines whether the team game has ended, such as whether it is the end of the game time (whether time has run out) (step S106).
[0288] At this point, if the game management unit 103 determines that the team battle game has not ended, it proceeds to the process in step S106, and if it determines that the team battle game has not ended, it terminates this operation.
[0289] Next, the specific player character setting processing unit 104 determines whether or not a given setting condition, such as whether or not a predetermined timing has arrived, has been met (step S107).
[0290] At this time, if the specific player character setting processing unit 104 determines that the setting conditions have been met, it proceeds to the process of step S108, and if it determines that the setting conditions have not been met, it proceeds to the process of step S106.
[0291] Next, if the specific player character setting processing unit 104 determines that the setting conditions have been met, it switches the specific player character to the corresponding player character in a predetermined order (step S108).
[0292] Specifically, the specific player character setting processing unit 104 sets the player character that has been determined to be the next specific player character as the specific player character, and sets the player character that has already been set as the specific player character as a non-specific player character.
[0293] Next, the player character control unit 105 works in conjunction with the game management unit 103 to grant special in-game effects to a specific player character that has been set (step S109), and then starts controlling each player character, including non-specific player characters (step S110), before proceeding to the process in step S106.
[0294] In step S109, the player character control unit 105 controls the corresponding player character based on the instructions of each player transmitted from the terminal device 20 of each player.
[0295] [6] This embodiment is not limited to those described above, and various modifications are possible. For example, terms that are cited in the specification or drawings as broad or synonymous terms can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
[0296] In this embodiment, each game may be provided to the terminal device 20 by a single server device 10, or a server system may be constructed by linking multiple server devices 10 together to provide each game to the terminal device 20.
[0297] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20. However, except for the operation input, the server device 10 may execute each function of the processing unit 200 of the terminal device 20 and the execution of the game program, and the terminal device 20 may realize the game by performing operation input and image display via streaming.
[0298] Furthermore, in this embodiment, the game system of the present invention is applied to a server device 10 that operates in conjunction with a terminal device 20 via a network, but it can also be applied to tablet-type information terminal devices, personal computers, or game devices installed in amusement parks.
[0299] This embodiment includes configurations that are substantially identical to those described in the embodiments (for example, configurations with the same function, method, and results, or configurations with the same purpose and effect). Furthermore, this embodiment includes configurations in which non-essential parts of the configuration described in the embodiments are replaced. Furthermore, this embodiment includes configurations that produce the same effects or achieve the same purpose as the configuration described in the embodiments. Finally, this embodiment includes configurations that add known technology to the configuration described in the embodiments.
[0300] As described above, an embodiment of the game system has been explained in detail, but it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of this embodiment. Therefore, all such modifications are included within the scope of the present invention.
[0301] 10: Server device 20: Terminal device 100: Processing unit 101: Communication control unit 102: Web processing unit 103: Game management unit 104: Specific player character setting processing unit 105: Player character control unit 106: Player character management unit 107: Player-related information management unit 109: Timer management unit 110: Information provision unit 120: Input unit 130: Display unit 140: Storage unit 142: Main memory unit 144: Game data storage unit 146: Player-related information storage unit 148: Player character-related information storage unit 180: Information storage medium 196: Communication unit 200: Processing unit 210: Communication control unit 211: Web browser 212: Game processing unit 213: Display control unit 220: Drawing unit 230: Sound processing unit 260: Input unit 262: Detection unit 270: Storage unit 271: Main memory unit 272: Image buffer 280: Information storage medium 290: Display unit 292: Sound output unit 296: Communication unit
Claims
1. A game system for executing a given game relating to a team composed of multiple players, which is executed using player characters, comprising: reception processing means for receiving operation instructions from the players; game control means for executing control of the game on a team basis based on the received player operation instructions; setting means for setting at least one player character as a specific player character for each team during at least a specific period of time while the game is being executed; and character control means for controlling each player character while granting special game effects to the set specific player character, wherein the setting means, when a given condition is met, adds another player character different from the already set specific player character as the specific player character in the relevant team, or changes the specific player character to the other player character.
2. A game system according to claim 1, wherein the setting means detects that the given conditions have been met and a predetermined time has elapsed from a given timing, or a predetermined timing has arrived, and in the relevant team, adds the other player character as the specified player character, or changes the specified player character to the other player character.
3. A game system according to claim 1, wherein the setting means detects that a given game situation has met predetermined conditions, and adds the other player character as the specified player character in the team in question, or changes the specified player character to the other player character.
4. A game system according to claim 3, wherein the setting means, when the specific player character enters a predetermined unfavorable situation during the game, or when the specific player character becomes unable to act during the game, determines that the given game situation meets predetermined conditions, and adds another player character as the specific player character in the team in question, or changes the specific player character to that other player character.
5. A game system according to any one of claims 1 to 4, further comprising management means for managing the communication environment of a terminal device used by the player, wherein the setting means detects that the communication environment of a given player's terminal device is in a specific state, assuming that the given conditions are met, and adds the other player character as the specified player character in the team in question, or changes the specified player character to the other player character.
6. A game system according to any one of claims 1 to 5, wherein the setting means changes a player character that has already been set as a specific player character to a non-specific player character when the game is running and given conditions are met, and a non-specific player character different from the specific player character is set as the specific player character.
7. A game system according to any one of claims 1 to 6, wherein the character control means controls a specific player character and a non-specific player character different from the specific player character, and as a special effect when setting the specific player character, the value of a given parameter of the specific player character is set to a value different from the value of the parameter of the non-specific player character.
8. A game system according to any one of claims 1 to 7, wherein the character control means controls the specific player character and a non-specific player character different from the specific player character, and the setting means, when setting the specific player character, sets the characteristics of the specific player character to characteristics different from those of the non-specific player character as the special effect.
9. A game system according to any one of claims 1 to 8, wherein when the character control means executes attack-related processing for a given attack on the specific player character, it executes control different from the control used when executing attack-related processing for an attack on a non-specific player character different from the specific player character, as the special effect.
10. A game system according to any one of claims 1 to 9, further comprising display control means for performing a display control process for displaying an identification mark for identifying a specific player character as said specific player character.
11. A game system according to any one of claims 1 to 10, further comprising a count management means for managing the number of times a specific player character has been set for each player character, wherein the setting means sets the specific player character according to the number of times each player character has been set.
12. A game system according to any one of claims 1 to 11, wherein the setting means sets the specific player character for each team in a predetermined order.
13. A game system according to any one of claims 1 to 12, wherein the character control means controls the period during which the specific player character is set in a variable manner.
14. A game system according to any one of claims 1 to 13, wherein the character control means controls the period during which the player character is set as the specific player character, according to the attributes of the player character set as the specific player character or the items possessed by the player character.
15. A game system according to any one of claims 1 to 14, wherein the setting means sets a specific period of time according to a given game situation, and sets a specific player character during the set specific period of time.
16. A game system according to any one of claims 1 to 15, wherein the character control means, when setting the specific player character, determines the special effect according to the relationship between the set specific player character and the player character that was set as the specific player character before the setting, and applies the determined special effect to the specific player character.
17. A game system according to any one of claims 1 to 16, wherein the character control means grants the special effect to the specific player character when setting the specific player character if a given second condition different from the given first condition is met.
18. A game execution method for executing a given game relating to a team of multiple players that is executed using player characters, comprising: receiving operation instructions from the players; executing control of the game on a team basis based on the received operation instructions from the players; setting at least one player character as a specific player character for each team during at least a specific period of time while the game is being executed; and controlling each player character while granting special effects in the game to the set specific player character, wherein, if given conditions are met during the specific period, the method adds another player character different from the already set specific player character as the specific player character for the team in question, or changes the specific player character to the other player character.
Citation Information
Patent Citations
Game program, game system, game device, and game processing method
JP2024046009A
Game device, communication game system, and recording medium
JP3799553B2
Game system, game device, server device, and game provision method
WO2021029157A1