CN113082726A - Storage medium storing computer program and game system - Google Patents

Storage medium storing computer program and game system Download PDF

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Publication number
CN113082726A
CN113082726A CN202011536317.9A CN202011536317A CN113082726A CN 113082726 A CN113082726 A CN 113082726A CN 202011536317 A CN202011536317 A CN 202011536317A CN 113082726 A CN113082726 A CN 113082726A
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China
Prior art keywords
game
user
match
battle
credit score
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CN202011536317.9A
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Chinese (zh)
Inventor
奥山干树
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Capcom Co Ltd
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Capcom Co Ltd
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Priority claimed from JP2019232075A external-priority patent/JP6974761B2/en
Priority claimed from JP2019232076A external-priority patent/JP7014974B2/en
Application filed by Capcom Co Ltd filed Critical Capcom Co Ltd
Publication of CN113082726A publication Critical patent/CN113082726A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A storage medium storing a computer program capable of increasing a change in an element that affects the quality between users during a battle in a game, and a game system are provided. A game program stored in a storage medium executed by a computer in a game system for executing a match-up game causes the computer to function as: a credit score acquisition unit that acquires a credit score based on the user information acquired by the user information acquisition means; a game play acceptance means for accepting a game play application of a match-up game in which a user specified by the user information is a match-up user, based on the acquisition of the user information; an influence determination means for determining an influence given to the battle game based on the credit score; and a game progress management unit that determines the success or failure of the battle game.

Description

Storage medium storing computer program and game system
Technical Field
The present invention relates to a storage medium storing a computer program and a game system.
Background
Conventionally, users have gathered in a meeting place where they are actually located, and have held a game tournament which is played by a computer game. As an example of such a game tournament, patent document 1 discloses that a preselected tournament is held in which a plurality of users play against each other in a real tournament field, and a winner is determined by winning a half-vote and a final-vote by a user who survives the preselected tournament in such a manner as to win.
Prior art documents:
patent documents: japanese patent laid-open publication No. 2019-97752.
Disclosure of Invention
The problems to be solved by the invention are as follows:
however, in the game played in the game tournament as described above, proficiency of the user in the game and in-game elements (player characters, equipment, and the like) that the user can select himself/herself in setting the game become main parameters for determining the merits among the users who play the game.
It is therefore an object of the present invention to provide a storage medium and a game system storing a computer program that can increase the variation (variation) of elements that affect the quality of a game between users during a war.
The technical means for solving the problems are as follows:
in order to solve the above problem, a first aspect of the present invention is a game system that includes a user information acquisition device and a computer for acquiring user information including user identification information and executes a match-up game, the game system including the computer and a storage medium storing a computer program executed by the computer; the computer program stored in the storage medium causes the computer to function as: a credit score acquisition unit that acquires a credit score (score) based on the user information acquired by the user information acquisition means, the credit score being a parameter that varies according to at least accumulated information with time about a corresponding user; a game play acceptance means for accepting a game play application of the match-up game by using a user specified by the user information as a match-up user, based on the acquisition of the user information; an influence determination unit that determines an influence given to the battle game based on the credit score; and a game progress management unit that determines whether the match game is successful or not.
According to the computer program stored in the storage medium as described above, the influence determined based on the credit score of the user is given to the battle game played by the user. Therefore, the proficiency of the game by the user and the in-game elements selected by the user can also affect the battle game played by the user.
The second invention may be based on the first invention, wherein the accumulated information on the credit score includes at least a past action history of the user outside the battle game. Thus, the influence given to the battle game can be determined from the past history concerning other actions different from the battle game played by the user. Therefore, it is possible to reflect various action histories of the user playing the battle game to the influence given to the game, and to increase the change in the given influence.
The third invention may be the game device according to the first or second invention, wherein the influence determination means determines the influence to be given to the match-up game based on a relative difference between the credit of the match-up user on one of the match-up games and the credit of the match-up user on the other of the match-up games in the match-up game. Thus, instead of determining the influence on the battle game with respect to one user based on the credit score of the one user alone, the influence on the battle game with respect to each user may be determined based on the difference between the credit scores of the battle users.
The fourth invention may be based on any one of the first to third inventions, wherein the influence determination means determines the users that can be assigned to each team based on credit points when the match game is a team game in which teams (team) match each other. Thus, the users belonging to each team in the team game are restricted to those who satisfy the predetermined condition set based on the credit score.
The fifth invention may be the game according to any one of the first to fourth inventions, wherein the match-up game is a game in which a win or loss between match-up users is determined in a game tournament in which a plurality of users participate (entries), and the game play application received by the game play receiving means includes a participation application for each of the match-up games executed in the game tournament. Thus, in a game tournament in which a plurality of match-up games are played, the influence of the user who makes a play application (participation application) on the match-up games can be determined based on the credit score.
The sixth invention may be the game progress management means for determining whether or not a plurality of the match games are to be won or won in a round (league) game mode or a discard (purchase) game mode, based on the fifth invention; the influence decision unit gives one or more of the competing users seed player (seed) rights based on the credit score. Thus, the influence on the whole of the round-robin game or the elimination game can be determined and given based on the credit score, in addition to the influence on the single battle game.
A seventh aspect of the present invention is a game system that includes a user information acquiring device that acquires user information including identification information of a user and a computer and executes a match-up game, the game system being a storage medium that stores a computer program executed by the computer; the storage medium stores a computer program that causes the computer to function as: a credit score acquisition unit that acquires a credit score, which is a parameter that varies according to at least accumulated information with time about a corresponding user, based on the user information acquired by the user information acquisition device; and an influence determination unit that determines a state of a player character operated by the user in the game based on the credit score.
According to the computer program stored in the storage medium as described above, the influence determined based on the credit score of the user is given to the battle game played by the user. The state of the player character determined in this case includes, for example, physical strength, offensive power, defensive power, and the type of skill. This makes it possible to reproduce, for example, a player character reflecting one side of the actual user within the game, and to improve the sense of immersion of the user in the game.
An eighth aspect of the present invention is a game system that includes a user information acquiring device and a computer for acquiring user information including user identification information and that executes a match-up game, the game system including the computer and a storage medium for storing a computer program executed by the computer; the storage medium stores a computer program that causes the computer to function as: a credit score acquisition unit that acquires a credit score, which is a parameter that varies according to at least accumulated information over time relating to a corresponding user, based on the user information acquired by the user information acquisition device; and determining means for determining an influence of a non-player character present in the game on an action of a player character operated by the user, based on the credit score.
According to the computer program stored in the storage medium as described above, the influence determined based on the credit score of the user is given to the battle game played by the user. The actions of the non-player character determined in this case include staying at a facility for physical recovery, not staying at the facility, selling an item, not attacking, becoming a friend, not becoming a friend, and different conversation contents. Thus, a non-player character that corresponds to an actual user and corresponds to a real person can be reproduced within the game, and the sense of immersion of the user in the game can be improved.
A ninth aspect of the present invention is a game system including the storage medium of any one of the first to eighth aspects of the present invention and a computer that executes a program stored in the storage medium. Thus, a game system can be realized in which an influence determined based on the credit score of the user is given to the battle game played by the user.
The invention has the following effects:
according to the present invention, it is possible to provide a storage medium and a game system in which a computer program that can increase a change in an element that affects the quality of a game between users during a war is stored.
Drawings
Fig. 1 is a schematic view showing a venue of a game tournament to which a game system according to an embodiment is applied;
FIG. 2 is a block diagram showing a configuration example of a game system;
FIG. 3 is a block diagram showing the functional structure of a game system;
fig. 4 is a flowchart showing an example of the operation of the game system.
Detailed Description
(embodiment mode)
Hereinafter, a storage medium and a game system storing a computer program according to an embodiment of the present invention will be described with reference to the drawings. Fig. 1 is a schematic diagram showing a gaming venue (gaming venue) 1 of a game tournament to which a game system 100 according to an embodiment is applied. The game venue 1 is actually disposed indoors or outdoors, and includes a plurality of battle spaces 2, a venue monitor 3, a system management device 4, and the like.
In the game tournament exemplified in the present embodiment, a plurality of users are gathered in the game venue 1, and the match-up game is played by a team-match team consisting of one person to one or more persons. Each user or each team determines a final winner or a winning team (winner or winning team) by a round-robin or elimination game based on the win or loss of each battle game.
[ Game meeting places ]
The structure of the game venue 1 will be described in more detail. In the game venue 1, a battle room (booth) 2a as a relatively narrow space and a battle station (stage) 2b as a space wider than the booth are provided as the battle space 2. Each of the bays 2a is partitioned into individual spaces by a plate or the like, and even if a game is played in each of the adjacent bays 2a, there is no visual obstacle. On the other hand, the battle field 2b is provided on a table that is reinforced from the floor of the game venue 1, and is formed as an open space for the surrounding audience to view.
Each of the battle spaces 2 (the battle room 2a and the battle station 2 b) includes a table on which a monitor 11 is provided, a chair on which a user sits, and the like, in addition to the game device 10 (see fig. 2) and the user information acquiring device 20. The battle station 2b is provided with a large monitor 12 for viewing the game played by the battle users by surrounding viewers, in addition to the monitor 11 on the table for viewing the game played by the users.
In the game venue 1, a venue monitor 13 independent from the battle space 2 is provided in addition to the monitors 11 and 12 belonging to the battle space 2. The venue monitor 13 displays information corresponding to the progress of the game tournament. For example, the monitor 13 for the conference hall displays the rebroadcast of the game on the battle station 2b, displays the rebroadcast of the game on one or more of the bays 2a while appropriately dividing the screen, or displays the progress (such as the winning or losing table) of the game as information other than the rebroadcast of the game. A plurality of such conference site monitors 13 may be provided in the game conference site 1.
Further, the gaming venue 1 is provided with a system management device 30. The system management device 30 is connected to the user registration device 40 and the credit management device 41 outside the game venue 1 via the network NW.
[ Game System ]
Fig. 2 is a block diagram showing an example of the configuration of the game system 100. The system management device 30 included in the game system 100 is connected to each communication device in the game venue 1 and controls the operation thereof, and includes a control unit 31. The control Unit 31 includes, for example, a CPU (Central Processing Unit) and operates the system management device 30. The control unit 31 is connected to a storage unit (storage medium) 32, a LAN communication I/F33, and an external communication I/F34 via a bus.
The storage unit 32 is a storage medium including one or more of an HDD (Hard Disk Drive) as a large-capacity storage medium, a ROM (Read Only Memory) as a semiconductor Memory such as a mask ROM or PROM, and a RAM (Random Access Memory) such as a DRAM or an SRAM. The storage unit 32 stores a computer program 32a for controlling the system management device 30 and various data necessary for operating the system management device 30 by the computer program 32 a.
The LAN communication I/F33 is an interface for connecting the system management apparatus 30 to each communication device in the game venue 1. Specifically, the game device 10, the user information acquisition device 20, the venue monitor 13, and the like are connected to the system management device 30 via the LAN communication I/F33. Each game device 10 is connected to a monitor 11 or a large monitor 12, and each monitor 11, 12 displays the game content played using the game device 10.
The user information acquiring apparatus 20 is a device that acquires user information including identification information of a user. The identification information of the user may be any information that allows the users to identify each other, and may be, for example, an ID including a character string given to each user from the main body of the tournament operator, a one-dimensional or two-dimensional barcode (QR code or the like) composed of a black-and-white pattern, or image data of a fingerprint of the user and an iris of an eye used for biometrics. The user information acquiring device 20 may be configured to acquire such identification information, and in the game venue 1, such a user information acquiring device 20 is provided for each of the battle spaces 2.
The external communication I/F34 is an interface for connecting the system management device 30 to the network NW, and is appropriately connected to the external network NW via a modem and a router. Specifically, the user registration device 40 and credit management device 41 outside the gaming venue 1 and the user terminal 42 held by the user inside the gaming venue 1 are connected to the system management device 30 via the external communication I/F34.
The user registration device 40 is a device for registering in advance users who participate in a battle game held in the game venue 1. The user registration device 40 may be, for example, a personal computer, a smartphone, a communication terminal such as a tablet terminal, or the like owned by each user. At this time, the communication terminals enter a predetermined homepage, and necessary items are input and transmitted in a style (form) prepared therein, thereby registering and participating in the battle game.
The credit management device 41 is a device held or managed by a subject other than the game tournament operator in the present embodiment. The credit point management device 41 manages information on credit points of a plurality of persons including users participating in a game tournament, and provides (transmits) information on the managed credit points to a partner identified based on a contract.
Here, the "credit score" refers to a numerical value obtained by, for example, digitizing a parameter of the user that varies at least in accordance with accumulated information over time. The accumulated information includes action histories (other action histories) obtained by removing past action histories related to the same match game as the match game played in the game venue 1. For example, the accumulated information may include past action histories related to games other than the battle game played in the gaming venue 1, and information such as the department of study, the place of employment, income, deposit amount, academic ability, qualification, traffic violation records, and crime records of the user. The accumulated information may include information related to the gender and age of the user.
The system management apparatus 30 can perform wireless communication even between communication terminals (user terminals) 42 held by users who attend the game venue 1. That is, a wireless router for short-range wireless such as Wi-Fi is installed in the game venue 1, and communication between the plurality of user terminals 42 is enabled by the system management device 30.
[ functional Structure of System management device ]
Fig. 3 is a block diagram showing a functional configuration of the system management apparatus 30. As shown in fig. 3, the system management apparatus 30 executes various functions by the control unit 31 executing the computer program 32a stored in the storage unit 32. Specifically, the system management device 30 functions as a user registration unit 50, a game play acceptance unit (participation acceptance unit) 51, a credit acquisition unit 52, an influence determination unit 53, a schedule management unit 54, a game progress management unit 55, a progress display unit 56, and a guidance unit 57.
The user registration unit 50 registers in advance each user who is scheduled to participate in a match game of a game tournament played in the game venue 1. Specifically, the user information including the identification information of each user is stored in the storage unit 32 of the system management device 30.
The play reception unit 51 receives a play request from a user in a match-up game in which the user specified by the user information is a match-up user (a participation request from the user in a game tournament) based on the acquisition of the user information by the user information acquisition device 20.
The credit point acquisition unit 52 receives a credit point relating to the corresponding user based on the user information acquired by the user information acquisition device 20. That is, the system management device 30 accesses the external credit point management device 41, receives the credit point of the user corresponding to the user information, and stores the credit point in the storage unit 32 in association with the user information.
The influence determination unit 53 determines the influence given to the battle game played by the user corresponding to the credit score based on the acquired credit score. For example, for a user with a high credit score (a user who can be trusted relatively), the setting contents that the user is advantageous in the battle game are determined as "influence on the battle game". Conversely, for a user with a low credit score (a user who is relatively unreliable), the content of settings that are unfavorable for the user in the match game is determined as "the influence given to the match game".
The schedule management unit 54 manages start conditions of the match-up game including at least start time of the match-up game and information on the match-up user.
The game progress management unit 55 manages the progress of the battle game including the winning or losing decision. The game progress management means 55 determines whether or not a start condition relating to the battle game is satisfied based on the battle game managed by the schedule management means 54 and the user information of the battle game received by the play game reception means (participation reception means) 51, and when it is determined that the start condition is satisfied, the execution of the battle game is permitted, and the execution (start) is performed based on the operation of the user.
The progress display unit 56 displays, on the monitor 13 for a venue, game progress information including at least one of the schedule of each of the competing games managed by the schedule management unit 54 and the result of the win or loss of the competing game managed by the game progress management unit 55. Further, the progress display unit 56 updates the game progress information displayed on the monitor 13 for the venue based on the result of each battle game.
The guidance unit 57 transmits guidance information related to the battle game to the user terminal 42 held by the user in the game venue 1. The guidance information includes information indicating a place where the user plays the battle game, that is, a battle space 2 in which the battle game played by the user is played among the plurality of battle spaces 2.
[ operation flow of Game System ]
Next, an operation example of the game system 100 when a game tournament is performed in the game venue 1 will be described with reference to a flowchart of fig. 4.
First, the system management apparatus 100 receives a registration request from a user who wants to participate in a game tournament before the game tournament is held. Specifically, each user inputs necessary information in a predetermined input pattern by operating the user registration device 40, and thereby executes a registration request for participation in the game tournament (step S10). The user registration apparatus 40 transmits input information related to a registration application of the user to the system management apparatus 30. The system management device 30 that receives the information functions as the user registration means 50, stores the received information in the storage unit 32, and accepts a registration application from the user (S100). In this manner, the system management device 30 receives registration requests from the respective users scheduled to participate before the game tournament is held.
In the present embodiment, when a registration application of a user is accepted in the system management apparatus 100, identification information (ID, QR code, or the like) for identifying the user is transmitted from the system management apparatus 100 to the user registration apparatus 40. The system management device 100 determines the combination of users who play in the game tournament, the start time of each play, the play location (play space 2), and the like, based on the user who has received the registration application. The start time of the match-up game and information on the user who plays the match-up game are included in the "start condition" of the match-up game. The starting conditions of each match game are managed by the system management device 100 functioning as the schedule management unit 54.
Then, when a game tournament is held and the game venue 1 is opened on a predetermined date, the users gather in the game venue 1 from each place and perform the first round of battle until the determined time. The user who plays in the first round of play confirms the play space 2 in which he plays by himself through the guidance in advance or through the guidance in the meeting place. Then, the user operates the user information acquisition device 20 provided in the battle space 2 to make a play request (participation request) for playing the battle game.
Specifically, the user operates the user information acquisition device 20 to input own user information. The user information includes at least identification information (ID, QR code, or the like) of the user. The user information acquiring apparatus 20 receives the user information input by the user (step S20), and transmits the user information to the system management apparatus 100 to make a play request (participation request) (step S21). Then, the system management device 100 that receives the information functions as the play acceptance means 51, and takes the user specified by the received user information as a play request of the battle game by the battle user (step S101).
Further, the system management device 100 receives the user information and determines whether or not to match the start condition of each battle game managed in advance. Specifically, the following items are judged: whether the user information is included in the user information registered in advance, whether the user information acquisition device 20 operated by the user (input of the user information) is in the play space 2 where the user should play the game, whether the timing of the game play application is appropriate, and the like. Then, if none of the items is found, a play request from the user (i.e., a play request from the user information acquiring apparatus 20 operated by the user) is accepted (step S101). On the other hand, when any item has a defect, information indicating the content of the defect is transmitted to the user information acquiring apparatus 20 and displayed on a monitor or the like included in the user information acquiring apparatus 20.
Next, the system management apparatus 100 functions as the credit acquisition means 52, and acquires the credit of the user who has accepted the play request. That is, the system management apparatus 100 requests the credit score from the external credit score management apparatus 41 based on the user information of the user (step S102). When receiving the request (step S30), the credit management device 41 queries its own database, extracts a credit matching the database, and transmits the credit to the system management device 100 (step S31). Thereby, the system management apparatus 100 receives the credit score of the user (step S103).
The system management device 100 functions as the influence determination means 53, and determines the influence to be given to the battle game based on the received credit score (step S104).
Various effects to be given to the battle game are exemplified, and for example, the following can be adopted.
As an example of the influence given to the battle game, a set value related to the ability (state) of the character itself, such as a physical strength value and an offensive power of the character used by the user in the battle game, may be changed. In this case, the user with a high credit score may increase the setting value as an advantageous effect, and the user with a low credit score may decrease the setting value as an adverse effect.
As another example of the influence, the in-game fee required for the user to select a character or an item (item) may be changed from an initial set value. In this case, the setting value may be lowered for a user with a high credit score as a favorable influence, and the setting value may be raised for a user with a low credit score as an unfavorable influence.
As another example of the influence, in a battle game in which a user selects a character to be used, the priority (dominant position) of selection may be set. In this case, as an advantageous effect, on the condition that each of the competing users cannot select the same character, the user with a high credit may preferentially select a character, and instead of or in addition to this, the selection items (type, number, and the like) of the characters of the competing opponent user may be limited.
As another example of the influence, the type or number of articles that the user can hold may be changed from the initial setting value. In this case, as an advantageous effect, the types or the number of items that can be held by the user with a high credit score is made larger than the initial setting value. Also, as an adverse effect, the type or number of items that can be held by the user with a low credit score is less than the initial setting value.
As an example of changing the type of the article which the user can hold from the initial setting value, the type of the article which the user can hold may be changed in such a manner that the effect of the article which the user can hold is different according to the credit score. Specifically, even if the restorative drugs have the same name or appearance, the restorative drug that the user with a high credit score can hold recovers a large physical strength value when used, and the restorative drug that the user with a low credit score can hold recovers a small physical strength value when used. Alternatively, even if the names or appearances of the weapons are the same, the attack force of the weapon that can be held by the user with a high credit score is large, and the attack force of the weapon that can be held by the user with a low credit score is small. In addition, the names and appearances of the respective articles may be different depending on the effect.
As another example of the influence, a winning/losing determination method in a tie in a battle game may be included. For example, as a favorable effect, a user with a high credit score may automatically be treated as "winning" in the case of a tie in a battle game. Also, as an adverse effect, a user with a low credit score may automatically be treated as "failed" in the event of a tie. In this case, the credit score of each of the competing users may not be acquired before the competing game is played. That is, at the time when the match game is ended and the tie is determined, the credit score of each user is acquired, and the win or loss can be determined based on the credit score.
Another example of the influence includes the positioning of players when the match-up game is a match. For example, as an adverse effect, a user with a low credit score may be treated as a substitute at the start point of the battle game. As an advantageous effect, users with high credit scores may not be treated as a replacement as described above.
As another example of the influence, the game machine may include a setting of whether or not to participate in the play of the battle game. For example, as an adverse effect, a user with a low credit score may make play participation in a battle game unavailable. As an advantageous effect, the user with a high credit score may not be subjected to the above-described processing of being unavailable for participation.
As another example of the influence, a game rule or a priority when a game stage (game progress) is selected may be set. At this time, as an advantageous effect, a user with a high credit score can be made to preferentially select a game rule or a game stage (game progress) related to the battle game than a user with a low credit score. Thus, a user who is favorably affected can select a game rule or a game stage that is good at himself (or not good at an opponent).
In addition, it is advantageous and disadvantageous that it is inseparable. Therefore, the "advantageous effect" on one user may be an "adverse effect" on the other user in an initial state to which such an effect is not given. In contrast, the "adverse effect" on one user may be "favorable effect" on the other user in an initial state to which such an effect is not given. The above-described examples relating to the influence may be used alone, or a plurality of influences may be applied simultaneously.
When such an "influence" is determined (step S104), the content is appropriately reflected on the game device 10. That is, the system management apparatus 30 transmits information on the content of the influence to the game apparatus 10 of the play space 2 played by the user. Upon reception of the information, the game device 10 in standby (step S40) changes its own setting according to the influence content indicated by the information (step S41). Thus, the influence determined based on the credit score of the user is reflected in the battle game.
Next, the system management device 30 functions as the game progress management means 55, and determines whether or not the start condition of the battle game is satisfied (step S105). That is, the system management device 30 determines whether or not the start condition is satisfied based on the battle game managed by the schedule management unit 54 and the user information of the battle user received by the battle game reception unit (participation reception unit) 51. The start condition includes at least a condition that the number of participation of the user (number of play applications) in the target match-up game reaches a predetermined number. The start condition may include a condition that matches a schedule planned in advance (i.e., a start condition), such as the position of the battle space 2, the battle user, and the start time.
When the system management device 30 determines that the start condition is satisfied (yes in step S105), it transmits a notification to the game device 10 to allow the battle game to start (step S106). The game device 10 that has received the notification can then receive an operation for starting the game from the user, and after receiving the operation, starts the battle game (step S42).
As above, the match game is played in the match space 2. Then, when the match game is ended (step S43), the content is transmitted from the game device 10 to the system management device 30. The system management device 30 functions as the game progress management means 55, and determines whether or not the match game is won based on the information on the game result received from the game device 10 (step S107).
After that, the system management device 30 functions as the progress display unit 56. That is, the system management device 30 functioning as the progress display means 56 appropriately switches the game progress information including at least one of the schedule of the match-up game and the result of winning or losing the match-up game to other information, game relay, or the like, and displays the information on the monitor 13 for the venue. After the determination of success or failure of the match in any of the match spaces 2, the game progress information is updated based on the determination, and the updated game progress information is displayed on the monitor 13 for the conference (step S108).
The system management device 30 functions as a guidance unit 57. That is, the system management device 30 functioning as the guidance means 57 transmits, to the user terminal 42 held by the user who plays the predetermined match-up game, guidance information relating to the match-up game, which is set in the next match-up game among the users who play the match-up game determined to be successful or unsuccessful, and which includes at least one of information indicating the place of the match-up space 2 where the play-up game is transmitted, the time at which the play-up application is accepted, and the time at which the play-up is started (step S109). The user terminal 42 receiving it displays the guidance information on the display of the own machine, so that the user confirms the guidance information and prepares for the next battle game played. The schedule management unit 54 determines whether the match game is successful or not, and then sets the next match game.
As described above, in the game tournament according to the present embodiment, the system management device 30 manages the progress of the battle game. In addition, among the users who end the battle game, there are users who have an opportunity to play the next battle game and users who lose such an opportunity. The former user plays the next match-up game under the influence determined according to the program after step S101 by appropriately making a play request in the match-up space 2 in which the next match-up game is played in accordance with the guidance information displayed on the user terminal 42 or the guidance information appropriately displayed on the monitor 13 for the conference room (step S21).
[ Effect of the invention ]
According to the computer program 32a and the game system 100 of the above-described embodiment, the influence determined based on the credit score of the user is given to the battle game played by the user. Therefore, the proficiency of the game by the user and the in-game elements selected by the user can also affect the battle game played by the user.
(modification 1)
However, the computer program 32a and the game system 100 stored in the storage unit (storage medium) 32 according to the present invention do not necessarily have to be all of the above-described configurations. Some of the above structures may be omitted, and other structures or substitutions may be further added. For example, the user registration unit 50, the schedule management unit 54, the progress display unit 56, and the guide unit 57 are not necessarily structured.
More specifically, the game system includes: a user information acquisition device 20 that acquires user information including identification information of a user, and a system management device 30 that is a computer, wherein the computer program 32a is a computer program 32a executed by the system management device 30 in a game system that executes a match-up game, and causes the system management device 30 to function at least as follows: a credit score acquisition unit 52 that acquires a credit score based on the user information acquired by the user information acquisition device 20, the credit score being a parameter that varies in accordance with at least accumulated information over time relating to the corresponding user; a game play acceptance means 51 for accepting a game play application of a match-up game in which a user specified by the user information is a match-up user based on the acquisition of the user information; an influence determination means 53 for determining an influence given to the battle game based on the credit score; and a game progress management unit 55 that determines the success or failure of the battle game.
In the computer program 32a, the accumulated information on the credit points may include at least past action histories of the user outside the match game. As described above, the accumulated information may include, for example, past action histories related to games other than the battle game performed at the game venue 1, and information such as the department of study, the place of employment, income, deposit amount, academic aptitude, qualification, traffic violation records, and crime record history of the user.
In the computer program 32a, the influence determination means 53 may determine the influence to be given to the match-up game based on a relative difference between the credit of the one of the match-up users and the credit of the other of the match-up users in the match-up game. At this time, the influence given to the battle game can be regarded as the content of the difference value that appropriately reflects the credit score between the battle users.
In the computer program 32a, the influence determination means 53 may determine users who can belong to each team based on credit points when the match game is a team game in which teams match each other. For example, the users who can belong to each team of the team game may be limited to those who satisfy a predetermined condition set based on the credit score, for example, those whose credit score is equal to or greater than a predetermined threshold value.
In the case of a team competition, the following conditions may be set: the average (or total) of the credit points of the users belonging to the team is calculated, and the value is required to be equal to or more than a predetermined threshold value when the team is formed. In addition, when calculating the average value (or the total value) of the credit points, the points of some users, such as the highest point (for example, the maximum value) and the lowest point (for example, the minimum value), may not be the target of calculation. At this time, if the credit score of other users is high, even the user with low credit score can belong to the team.
In the computer program 32a, the match-up game may be a game in which the success or failure of the match-up users is determined in a game tournament in which a plurality of users participate, and the play application received by the play reception unit 51 may include a participation application for each match-up game executed in the game tournament.
In the computer program 32a, the game progress management means 55 may determine whether or not a plurality of competing games are to be won or won in the round-robin or elimination game; the influence decision unit 53 gives one or more competitor user seed-player rights based on the credit score. That is, the influence determination means 53 determines and gives the influence on not only the one battle game but also the whole of the round-robin game or the elimination game based on the credit score.
The computer program 32a may be a computer program 32a executed by the system management device 30 in the game system 100 that executes a game as the other side, and the game system 100 may include the user information acquiring device 20 that acquires user information including identification information of a user and the system management device 30 that is a computer; the system management device 30 functions as follows: a credit score acquisition unit 52 that acquires a credit score based on the user information acquired by the user information acquisition device 20, the credit score being a parameter that varies in accordance with at least accumulated information over time relating to the corresponding user; and an influence determination unit 53 for determining the state of the player character operated by the user in the game based on the credit score.
The computer program 32a may be, as another aspect, a computer program 32a executed by the system management device 30 in the game system 100 that executes a game, and the game system 100 may include the user information acquiring device 20 that acquires user information including identification information of a user and the system management device 30 that is a computer; the system management device 30 functions as follows: a credit score acquisition unit 52 that acquires a credit score based on the user information acquired by the user information acquisition device 20, the credit score being a parameter that varies in accordance with at least accumulated information over time relating to the corresponding user; and an influence determination means 53 for determining the influence of the non-player character who entered the game on the action of the player character operated by the user based on the credit score.
The credit management device 41 is exemplified as a device held or managed by a main body independent of the tournament operator, but may be held or managed by the tournament operator.
The accumulated information related to credits described above includes the action history (other action history) obtained by removing the past action history related to the battle game performed in the game venue 1. Alternatively or additionally, the accumulated information may include past action histories related to the battle game played in the game venue 1. In this case, information such as the performance and the degree of progress (which stage is reached, which key character (boss character) is hit down, which prop is held, and the like) in the battle game may be included in the accumulated information.
Further, the example of the influence on the battle game based on the credit score of the user is not limited to the above. For example, the content of the action (action or speech) of a character (non-player character) in the game that is in contact with a player character operated by the user in the game can be made different according to the credit score of the user. Further, the items displayed (displayed) in the item sales outlets provided in the game space or the items available for purchase there may be different according to the credit score. Even if the items that can be purchased are the same, the value of the items (including the value of the parameters in the game and the value of the real world) may be different. Alternatively, the state of the character may be changed by equipping the purchased (acquired) item with the character or the like.
In the case where a facility for restoring the state of the player character such as the physical strength value by staying in the facility is provided in the game space, the restoration rate of the state when staying in the facility may be made different depending on the credit score, and it may be determined that staying is not allowed when the credit score is equal to or less than a predetermined value. The value (the price to be held) required for the facility may be different depending on the credit score. Further, the value (price) required for any action of the player character may be made different depending on the credit score of the user who operates the player character, without being limited to the lodging action.
In the round-robin game and the elimination game, the user whose credit score is equal to or less than a predetermined value may be set as follows: if a win is made in each battle game, the next battle game can be entered, but the win is not treated as a win even in the event of a vote. Alternatively, in a high-ranking match (for example, 1 to 8-ranking) in which a prize is won, even if the winning is increased to a winning range, the user whose credit score is equal to or less than a predetermined value may not be treated as a prize.
The above description has been made of the case where the system management device 30 manages a game tournament which is played by a plurality of users in an actual game venue 1 in a concentrated manner, but the present invention is not limited thereto. For example, the system management device 30 may be used in the implementation of a match game with a computer or other users on-line without being concentrated on the actual game venue 1. That is, even in an online match-up game, the influence determined based on the credit score of the user can be given to the match-up game.
(modification 2)
With the storage unit 32 and the game system 100 in which the computer program 32a of the above-described embodiment is stored, it is possible to manage the start condition of the battle game played by the users who live together in the real meeting place and determine whether or not the start condition is satisfied. Further, the start of the game can be permitted in the case where the start condition is satisfied.
In order to obtain the above-described effects, the computer program 32a and the game system 100 stored in the storage unit 32 according to the present invention do not necessarily have all of the above-described configurations. A part of the above-described structure may be omitted, or other structures may be further added, or may be replaced. For example, the credit acquisition unit 52 and the influence determination unit 53 are not necessarily configured.
More specifically, the storage unit (storage medium) 32 according to the first invention of modification 2 may be a storage unit 32 in which a computer program 32a executed by the system management device 30 is stored in a game system 100 that executes a match-up game in a game venue 1, the game venue 1 being provided with a user information acquisition device 20 and a match-up space 2 as a booth (booth) for match-up, the game system 100 including the user information acquisition device 20 that acquires user information including user identification information and the system management device 30 as a computer; the system management device 30 functions as follows: a schedule management unit 54 for managing start conditions of the match-up game including at least start time of the match-up game and information on the match-up user; a play acceptance means (participation acceptance means) 51 for accepting participation in the battle game by a user specified by the user information as a battle user based on the user information acquired by the user information acquisition device 20; and a game progress management unit 55 that manages the progress of the battle game including the determination of success or failure; the start condition includes at least a condition that the number of participation of the user related to the battle game reaches a prescribed number; the game progress management means 55 determines whether or not a start condition relating to the match-up game is satisfied based on the match-up game managed by the schedule management means 54 and the user information of the match-up user received by the play reception means (participation reception means) 51, and executes the match-up game when it is determined that the start condition is satisfied.
According to the first aspect of the present invention, the computer manages the start condition of the battle game by the users gathered in the meeting place, and determines whether the start condition is satisfied. Further, the battle game satisfying the start condition can be appropriately started. In a game tournament which is conducted in a round-robin tournament mode or a elimination tournament mode, a computer can start a game in a timely manner based on a starting condition of a battle game when a user wins or fails and the user conducts the next battle.
In the second invention of modification 2, based on the first invention, the play acceptance means (participation acceptance means) 51 may accept participation in the battle game for each battle game based on the acquisition of the user information.
In addition, the third invention of modification 2 is based on the first invention described above, and the game system 100 may further include a monitor 13 for a venue provided in the game venue 1, and the system management device 30 may further function as a progress display unit 56 for displaying, on the monitor 13 for a venue, game progress information including at least one of a schedule for managing each pair of battle games by the schedule management unit 54 and a result of victory or defeat of the battle games managed by the game progress management unit 55; the progress display unit 56 updates the game progress information displayed on the monitor 13 for the venue based on the result of each match-up game. Thus, the user and the spectator participating in the game tournament can confirm the future competition schedule and the progress information of the game so far by watching the monitor for the meeting place.
In the fourth invention according to modification 2, based on the first invention, a plurality of the battle spaces 2 are provided in the game venue 1, the user information acquisition devices 20 are provided in association with the plurality of the battle spaces 2, and the system management device 30 may further function as the user registration means 40 for registering a predetermined user participating in the battle game in advance; the schedule management unit 54 manages the battle spaces 2 and combinations with predetermined battle games executed therein for the plurality of battle spaces 2, respectively. Thus, the users participating in the battle game can be limited to the users registered in advance and to the users participating from the user information acquisition devices provided in correspondence with the decided booth (booth).
In the fifth invention of modification 2, based on the first invention, the game venue 1 may be provided with game devices 10 for a venue used by a plurality of users to play a match-up game, the user information acquisition device 20 may be provided in association with each of the game devices 10, the system management device 30 may function as a user registration unit 40 for registering a predetermined user participating in the match-up game in advance, and the schedule management unit 54 may manage the game devices 10 and combinations of the game devices 10 and the predetermined match-up game executed therein, for each of the game devices 10. In this way, the users who participate in the battle game can be limited to the users who are registered in advance and who participate from the user information acquisition device provided in association with the determined gaming machine for the conference place.
In addition, the sixth invention of modification 2 is based on the fourth invention described above, and the schedule management means 54 may set the next battle game in relation to at least one of the winner and the loser of the battle game for which the success or failure is determined by the game progress management means 55, manage the start conditions of the set battle game, and cause the system management device 30 to further function as guidance means 57 for transmitting guidance information relating to the battle game to the user terminal 42 held by the user for which the next battle game is set, the guidance information including at least information showing the battle space 2 in which the battle game is played among the plurality of battle spaces 2. Thus, when the success or failure of the preceding battle game is determined, the next battle game is set, and the next battle game can be guided to the winner or the loser or both, thereby realizing smooth operation management of the game tournament.
In the seventh invention of modification 2, based on the fifth invention, the schedule management means 54 may set the next match game in relation to at least one of the winner and the loser of the match game for which the win or loss is determined by the game progress management means 55, and manage the start condition of the set match game, and the system management device 30 may further function as guidance means 57 for transmitting guidance information on the match game to the user terminal 42 held by the user for which the next match game is set, the guidance information including at least information indicating the match space 2 in which the match game is played among the plurality of match spaces 2. Thus, when the success or failure of the preceding battle game is determined, the next battle game is set, and the next battle game can be guided to the winner or the loser or both, thereby realizing smooth operation management of the game tournament.
In the eighth invention according to modification 2, based on the first invention, the match-up game may include a team game in which teams including a plurality of users match up with each other, and the game progress management unit 55 may fail a predetermined number of teams who participate in the match-up game if the match-up game is the team game. Thus, when the match-up game is a team game, whether or not the start condition is satisfied can be determined based on the number of participation of the users of each team.
In addition, when the match game is a team game, for example, user information (ID, QR code, or the like) is given (issued) to each individual user constituting a team. When each user participates in the application by its own user information, the system management device 30 accepts the application as a member constituting a battle team. Therefore, the system management device 30 can determine whether or not the participation amount of the user has reached a predetermined amount for a certain team based on the number of users accepted as members of the team.
The schedule management unit 54 can appropriately change the starting conditions of the managed battle game. For example, when the start condition includes the start time of the battle game, when all the users who are scheduled to battle in the next battle game end the battle game of the previous battle game, or when the end is approached, the start time preset for the next battle game may be set again by advancing the start time by a predetermined time. As the starting condition, when the place where the competing users should play the game, that is, when the battle space 2 in which the competing game is played is designated, the battle space 2 different from the previously set battle space may be set again according to the condition of the vacant battle space 2.
Alternatively, the start time (start condition) preset for the next battle game may be set again after being delayed by a predetermined time. For example, even when the respective battle games of the Nth battle are started at the same time, the end times thereof are different from each other. Therefore, the game can be adjusted and reset by delaying the start time of the (N + 1) th game based on the status of the (N) th game (for example, the progress state of the game and the end time of the game).
In the case where, among the users who play in the nth battle, the users who have acquired the right to play in the (N + 1) th battle form the (N + 1) th battle game (regardless of the success or failure of the nth battle), the position (battle space 2) where the (N + 1) th battle is played may be set to a position close to or the same position (battle space 2) as the position (battle space 2) where at least one of the two users plays in the nth battle. At this time, at least one user who plays in the nth battle moves a small distance when playing the (N + 1) th battle. In this case, when one of the users performing the N +1 th battle is a winner in the N th battle and the other user is a loser in the N th battle, the position at which the N +1 th battle is performed may be set to a position close to or the same as the position of the user of the winner in the N th battle.
In this way, the system management device 30 appropriately adjusts and resets the starting conditions (starting time, position, and the like) of the next match game in accordance with the progress of each match game, thereby contributing to smooth operation of the game tournament. When the start condition is reset in this manner, the subject and the content are preferably displayed on the conference-site monitor 13 by the progress display means 56. It is preferable that the guidance information including the subject and the content is transmitted and displayed to the user terminal 42 held by each user through the guidance means 57 for the user who plays the next battle game.
(modification 3)
The game system 100 or the computer program 32a according to the present embodiment may include the following modifications. For example, although the above description has exemplified the case where the user registration device 40 is a communication terminal held by each user, a communication terminal held or managed by a tournament operator installed in the game venue 1 may be the user registration device 40. Thus, the user's registration request may be made prior to and/or during the establishment of the game tournament.
The above description has been given of the case where the identification information created by the system management device 30 is transmitted to the user who has received the registration application, but the present invention is not limited thereto. For example, the user may transmit his or her own identification information (ID, fingerprint information, etc.) to the system management apparatus 30 at the time of registration application, and the system management apparatus 30 may store this information as the user's identification information in the storage unit 32. In addition, in the game tournament, when it is not necessary to determine a combination of the battles of the user in advance, the registration application itself of the user may be omitted.
When the participation start time is determined, but the participation is permitted at a time earlier than the determined time, the user who is permitted to participate is permitted to practice the game only for a predetermined period after the participation. For example, in a certain battle game, the participation start time is time T3, the start time of the battle game is time T4 after time T3, user a participates at time T1 before time T3, and user B participates at time T2 between time T1 and time T3.
At this time, (1) for the user a, the practice of playing the game may be permitted from the time T1 of the participation of the user a to the time T2 of the participation of the user B. Further, (2) the practice of playing the game can be permitted for both the user a and the user B from the time of participation to the time T3 which is the initial participation start time. In addition, (3) the practice of playing the game can be permitted for both the user a and the user B from the time of participation to the time T4 (or a time before a predetermined time of the time T4, however, the time T3 is the next time) which is the start time of the battle game.
In either case, the practice game may be a match game (i.e., Solo Play; single Player game) with a Non-Player Character (NPC) controlled by a CPU, or an online game (i.e., Multi Play; multiplayer game) with characters operated by the user a and the user B respectively on the same virtual space. Further, regardless of the participation time, a user with a lower credit than a predetermined value or a user with a relatively lower credit may be given an adverse effect of not allowing practice of playing the game.
The above illustrates the structure in which the booth 2a is separated from the other booth 2a by a plate, but the present invention is not limited thereto. For example, the adjacent bays 2a may be open as in the case of the console 2b without being separated by a plate.
Industrial applicability
The present invention is applicable to a storage medium storing a computer program and a game system.
Description of the symbols:
10 Game device
20 user information acquisition device
30 System management device
32 storage part (storage medium)
32a computer program
41 Credit management device
51 play acceptance unit
52 Credit score acquisition Unit
53 influence determining unit
55 Game progress management unit
100 a gaming system.

Claims (9)

1. A storage medium storing a computer program to be executed by a computer in a game system including a user information acquiring device and the computer for acquiring user information including identification information of a user and executing a match-up game;
the storage medium causes the computer to function as:
a credit score acquisition unit that acquires a credit score, which is a parameter that varies according to at least accumulated information with time about a corresponding user, based on the user information acquired by the user information acquisition device;
a game play acceptance means for accepting a game play application of the match-up game by using a user specified by the user information as a match-up user, based on the acquisition of the user information;
an influence determination unit that determines an influence given to the battle game based on the credit score; and the number of the first and second groups,
a game progress management unit that determines the success or failure of the battle game.
2. The storage medium of claim 1,
the accumulated information related to the credit score includes at least past action histories of the user outside the battle game.
3. The storage medium according to claim 1 or 2,
the influence determination means determines the influence to be given to the match-up game based on a relative difference between the credit score of the match-up user on one of the match-up games and the credit score of the match-up user on the other of the match-up games.
4. The storage medium according to any one of claims 1 to 3,
the influence determination unit determines users that can be assigned to each of the teams based on credit points in a case where the match game is a team game in which the teams match each other.
5. The storage medium according to any one of claims 1 to 4,
the match-up game is a game in which the win or loss between the match-up users is decided in a game tournament in which a plurality of users participate,
the play application received by the play receiving means includes an application for participation in each of the battle games executed in the game tournament.
6. The storage medium of claim 5,
the game progress management unit determines whether the battle games are successful or not in a circular game mode or an elimination game mode;
the influence decision unit gives one or more of the competing users seed-player rights based on the credit score.
7. A storage medium storing a computer program to be executed by a computer in a game system including a user information acquiring device and the computer for acquiring user information including identification information of a user and executing a match-up game;
the storage medium causes the computer to function as:
a credit score acquisition unit that acquires a credit score, which is a parameter that varies according to at least accumulated information with time about a corresponding user, based on the user information acquired by the user information acquisition device; and the number of the first and second groups,
and an influence determination unit that determines a state of a player character operated by the user in the game based on the credit score.
8. A storage medium storing a computer program to be executed by a computer in a game system including a user information acquiring device and the computer for acquiring user information including identification information of a user and executing a match-up game;
the storage medium causes the computer to function as:
a credit score acquisition unit that acquires a credit score, which is a parameter that varies according to at least accumulated information with time about a corresponding user, based on the user information acquired by the user information acquisition device; and the number of the first and second groups,
and a determination unit configured to determine an influence of a non-player character entering the game on an action of a player character operated by the user based on the credit score.
9. A game system comprising the storage medium according to any one of claims 1 to 8 and a computer that executes a program stored in the storage medium.
CN202011536317.9A 2019-12-23 2020-12-23 Storage medium storing computer program and game system Pending CN113082726A (en)

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JP2019232075A JP6974761B2 (en) 2019-12-23 2019-12-23 Computer programs and game systems
JP2019232076A JP7014974B2 (en) 2019-12-23 2019-12-23 Computer programs and game systems
JP2019-232076 2019-12-23

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