JP2009112708A - Game machine, server, game provision method and program - Google Patents

Game machine, server, game provision method and program Download PDF

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Publication number
JP2009112708A
JP2009112708A JP2007292076A JP2007292076A JP2009112708A JP 2009112708 A JP2009112708 A JP 2009112708A JP 2007292076 A JP2007292076 A JP 2007292076A JP 2007292076 A JP2007292076 A JP 2007292076A JP 2009112708 A JP2009112708 A JP 2009112708A
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Prior art keywords
player
game
game area
dungeon
information
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JP2007292076A
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Japanese (ja)
Inventor
Shoji Mori
昌二 森
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Konami Digital Entertainment Co Ltd
株式会社コナミデジタルエンタテインメント
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Priority to JP2007292076A priority Critical patent/JP2009112708A/en
Publication of JP2009112708A publication Critical patent/JP2009112708A/en
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Abstract

A game system or the like that can improve the interest of a player participating in a game is provided.
A ruler information storage unit 208 stores information of a player who becomes a ruler. The map information storage unit 201 stores a dungeon map that has been arbitrarily changed by the player of the ruler. The game situation management unit 204 manages the progress of each character in the dungeon. The watching information providing unit 211 provides watching information such as a designated portion in the dungeon to the player's terminal only in response to the request of the player who is the ruler. The determination unit 206 determines whether any player has achieved the dungeon strategy. Then, when it is determined that the dungeon strategy is achieved, the authority management unit 207 updates the ruler information storage unit 208 using the determined player information as new ruler player information.
[Selection] Figure 3

Description

  The present invention relates to a game device, a server, a game providing method, and a program capable of improving the interest of a player participating in a game.

Conventionally, various games (software or the like) that are executed on a video game device or the like have been developed and sold. Among them, a game collectively called RPG (Role Playing Game) has a strong popularity and is supported by players of a wide range of ages.
In such a role-playing game, a cave, a tower, a palace, etc. are generally expressed as a dungeon (maze etc.). In this dungeon, you can encounter stronger enemy characters and acquire more important items. For this reason, the player advances the character (player character) that he / she operates into the dungeon, and tries to speed up character growth (experience value, increase in money, etc.) or obtain an important item. That is, the character is moved as appropriate in the dungeon, and the enemy character is defeated or an item is acquired, and the dungeon is captured.

Such a dungeon is generally generated according to a predetermined map (a fixed map in which the arrangement of routes, various items, etc. is fixed). However, in recent years, a different map (a so-called random map) is used each time. A type of game generated by is also known.
As an example, a technique of a video game apparatus that can automatically generate a maze having a more complicated shape is also disclosed (for example, see Patent Document 1).
JP 2001-96067 A (page 6-10, FIG. 2)

In recent years, online games (network games) have become widespread. For example, online role playing games such as MMO / RPG (Massively Multiplayer Online Role Playing Game) have become popular.
Also in this online role playing game, the above-mentioned dungeon is generated in the virtual space, and each player forms a party or tries to capture such a dungeon alone.

  In general, in an online role-playing game, each player character (each party) can individually capture the same dungeon. For example, even if a certain player character fights and defeats a boss character in the dungeon, another player character that visits after that can fight similarly to the boss character.

And among the players who have captured the dungeon first, there are many players who disclose detailed information about the dungeon on their homepage. As a psychology of such a player, not only the desire to help other players but also the desire to appeal that he has captured the dungeon is strong.
Specifically, even if you first capture the dungeon, you will not be able to get any special benefits in the game, and in the first place you will not know who was the first to capture, so you will disclose the information of the dungeon Therefore, it is thought that the desire to be recognized as a pioneer is satisfied. At that time, detailed information on the dungeon will be released in order to confirm that you have really captured it.

As described above, when detailed information about a dungeon is disclosed, the interest of other players is reduced by half, and many players are not interested in such a captured dungeon.
Therefore, it may be possible to attract each player's interest by adopting a random map as described above and generating different dungeons.

  However, in that case, the dungeon itself to be captured differs for each player, etc., and the difficulty of reaching the capture cannot be sympathetic, which may significantly reduce the appeal as an online game. Also, even players who have captured the dungeon first will not be able to get any special benefits, and since it makes little sense to disclose detailed information, they should be recognized as a pioneer. The desire to remain unfulfilled.

  Therefore, there has been a demand for a new technique that can attract the interest of each player other than employing a random map.

  The present invention has been made to solve such a problem, and an object thereof is to provide a game device, a server, a game providing method, and a program capable of improving the interest of a player participating in the game. And

  A game apparatus according to a first aspect of the present invention is a game apparatus in which a participating player plays a game area by operating a character in a game area in a virtual space, and includes an area information storage unit, a situation management unit, The determination unit and the authority management unit are included.

First, the area information storage unit stores area information that is arbitrarily defined by the dominating player who controls the game area, and includes the configuration of the game area and capture requirements. For example, when the game area is a dungeon, the area information storage unit stores a dungeon map arbitrarily defined by the dominant player. More specifically, the dominating player determines the dungeon configuration (for example, the path, the items to be arranged, the trap set, the appearance position of the main enemy character, etc.), and the capture requirements (issues, etc.) of the dungeon. I have the authority to recreate the dungeon map that I am including. Then, the area information storage unit stores the dungeon map rebuilt by the dominant player in this way.
On the other hand, the situation management unit manages the progress situation of the character operated by the participating player in the game area. For example, the position, item, defensive power, attack power, HP, etc. in the character's dungeon are managed. Further, the determination unit determines whether or not the game area has been captured by the participating player based on the relationship between the progress status to be managed and the stored capture requirements. When it is determined that the game area has been captured, the authority management unit transfers the authority to control the game area to the captured participating player. That is, the captured participating player becomes a new dominating player, and the game area such as a dungeon is reconfigured with his / her own configuration and capture requirements to be challenged by the participating player.

That is, since the participating player who has captured the game area earliest has special benefits (the authority to freely recreate the game area), the player can be motivated. In addition, it is conceivable that the dominating player releases information on the game area that he / she has rebuilt, but if too much detailed information is disclosed, it will be easily captured. This information disclosure is naturally suppressed, and the interest of participating players is reduced. Further, unlike the game area such as the random map, each participating player tries to capture the same game area, so it is possible to sympathize with difficulties and the like, and the attractiveness as an online game is not reduced.
As a result, the interest of the player participating in the game can be improved.

The game apparatus may further include a watching information providing unit that provides watching information indicating the play status of the participating players in the game area to the dominant player.
In this case, the dominating player not only recreates a game area such as a dungeon, but can also watch the participating players struggling in their own game area. For example, it is possible to freely enjoy how a character (participating player) reacts to a trap set by a dominating player, how a focused character proceeds, and the like.

A server according to a second aspect of the present invention is a server that is connected to a player terminal via a network and provides a game for playing a game area in a virtual space,
An area information storage unit, a situation management unit, a determination unit, and an authority management unit are provided.

First, the area information storage unit stores area information that is arbitrarily defined by the dominating player who controls the game area, and includes the configuration of the game area and capture requirements. For example, when the game area is a dungeon, the area information storage unit stores a dungeon map arbitrarily defined by the dominant player.
On the other hand, the status management unit manages the progress status of the character controlled from the player's terminal in the game area. For example, the position in the dungeon of characters and HP are managed. Further, the determination unit determines whether or not the game area has been captured by the participating player based on the relationship between the progress status to be managed and the stored capture requirements. When it is determined that the game area has been captured, the authority management unit transfers the authority to control the game area to the captured participating player. That is, the captured participating player becomes a new dominating player, and the game area such as a dungeon is reconfigured with his / her own configuration and capture requirements to be challenged by the participating player.

That is, a special benefit is obtained for the participating player who has captured the game area the earliest, so that the player can be motivated. In addition, it is conceivable that the dominating player releases information on the game area that he / she has rebuilt, but if too much detailed information is disclosed, it will be easily captured. This information disclosure is naturally suppressed, and the interest of participating players is reduced. Further, unlike the game area such as the random map, each participating player tries to capture the same game area, so it is possible to sympathize with difficulties and the like, and the attractiveness as an online game is not reduced.
As a result, the interest of the player participating in the game can be improved.

You may further provide the watching information provision part which provides watching information which shows the play condition of the participating player in the said game area | region to the terminal of a dominant player.
In this case, the dominating player not only recreates a game area such as a dungeon, but can also watch the participating players struggling in their own game area. For example, it is possible to freely enjoy how the character reacts to a trap set by the dominating player, how the focused character proceeds, and the like.

A game providing method according to a third aspect of the present invention includes an area information storage unit and a processing unit, and a participating player plays a game area by operating a character in the game area in the virtual space. A game providing method in a game device that includes a progress management step, a determination step, and an authority management step.
The area information storage unit is area information arbitrarily defined by the dominating player who controls the game area, and stores area information including the configuration of the game area and capture requirements.

  First, in the progress status management step, the progress status of the character operated by the participating player in the game area is managed. For example, the position in the dungeon of characters and HP are managed. In the determination step, it is determined whether or not the game area has been captured by the participating player based on the relationship between the progress status to be managed and the stored capture requirements. In the authority management step, when it is determined that the game area has been captured, the authority to control the game area is transferred to the captured participating player. That is, the captured participating player becomes a new dominating player, and the game area such as a dungeon is reconfigured with his / her own configuration and capture requirements to be challenged by the participating player.

That is, a special benefit is obtained for the participating player who has captured the game area the earliest, so that the player can be motivated. In addition, it is conceivable that the dominating player releases information on the game area that he / she has rebuilt, but if too much detailed information is disclosed, it will be easily captured. This information disclosure is naturally suppressed, and the interest of participating players is reduced. Further, unlike the game area such as the random map, each participating player tries to capture the same game area, so it is possible to sympathize with difficulties and the like, and the attractiveness as an online game is not reduced.
As a result, the interest of the player participating in the game can be improved.

  A program according to a fourth aspect of the present invention is configured to cause a computer (including an electronic device) to function as the above game device.

  This program can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.

  The above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed. The information recording medium can be distributed and sold independently of the computer.

  According to the present invention, it is possible to improve the interest of players who participate in the game.

  Embodiments of the present invention will be described below.

(Embodiment 1)
FIG. 1 is a schematic diagram showing a schematic configuration of a network game system according to an embodiment of the present invention. Hereinafter, a description will be given with reference to FIG.

In the network game system 10, as an example, a server 11 that manages the entire system is arranged on the Internet 13. Each terminal 12 in the network game system 10 is connected to the server 11 via the Internet 13 so as to be communicable.
Each terminal 12 shares the same virtual space (game space), and each player (participating player) participating in the game can operate different characters (player characters). Further, as will be described later, from the terminal 12 of the player who is the ruler of the dungeon (dominated player), it is possible to watch the appearance of characters operated by each participating player.
In the following, in order to facilitate understanding of the invention, a description will be given by taking as an example a game device capable of connecting to the Internet as the terminal 12. In addition to the game apparatus, information processing apparatuses such as various computers, PDAs, and mobile phones can be used as the terminal 12.

FIG. 2 is a schematic diagram illustrating a schematic configuration of the game apparatus 100 that functions as the terminal 12 of the present embodiment. Hereinafter, a description will be given with reference to FIG.
The game apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD (Digital Versatile Disk). ) -ROM drive 107, image processing unit 108, audio processing unit 109, and NIC (Network Interface Card) 110.

  A terminal capable of playing the game according to the present embodiment when the DVD-ROM storing the game program and data is loaded into the DVD-ROM drive 107 and the game apparatus 100 is turned on to execute the program. 12 is realized.

  The CPU 101 controls the overall operation of the game apparatus 100 and is connected to each component to exchange control signals and data.

  The ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read out to the RAM 103 and execution by the CPU 101 is started. The The ROM 102 stores an operating system program and various data necessary for operation control of the entire game apparatus 100.

  The RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.

  The controller 105 connected via the interface 104 receives an operation input performed when the user executes the game. For example, the controller 105 accepts input of a character string (message) or the like according to the operation input.

  The external memory 106 detachably connected via the interface 104 stores data indicating the progress of the game, chat communication log (record) data, and the like in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.

  A DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.

  The image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data on a frame memory ( (Not shown). The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.

The image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as α blending, and various saturation calculations at high speed.
In addition, the polygon information arranged in the virtual three-dimensional space and added with various kinds of texture information is rendered by the Z buffer method, and a rendered image is obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position. High speed execution of the obtained operation is also possible.

  Further, the CPU 101 and the image arithmetic processor operate in a coordinated manner, so that a character string can be drawn as a two-dimensional image in a frame memory or drawn on the surface of each polygon according to font information that defines the character shape. is there. The font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.

  The audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs the analog audio signal from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.

  The NIC 110 is for connecting the game apparatus 100 to a computer communication network (not shown) such as the Internet, and conforms to the 10BASE-T / 100BASE-T standard used when configuring a LAN (Local Area Network). Therefore, analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, cables for connecting to the Internet using cable television lines A modem or the like, and an interface (not shown) that mediates between them and the CPU 101 are configured.

In addition, the game apparatus 100 uses a large-capacity external storage device such as a hard disk so that the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like function. It may be configured.
Further, it is possible to adopt a form in which a keyboard for accepting a character string editing input from a user, a mouse for accepting various position designations and selection inputs, and the like are connected.

  Further, instead of the game apparatus 100 of the present embodiment, a general computer (general-purpose personal computer or the like) can be used as the game apparatus. For example, a general computer, like the game apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and an image processing unit that has simpler functions than the game apparatus 100. In addition to having a hard disk as an external storage device, a flexible disk, a magneto-optical disk, a magnetic tape, and the like can be used. In addition, a keyboard, a mouse or the like is used as an input device instead of a controller. Then, after the game program is installed, when the program is executed, it functions as a game device.

(Outline configuration of the server)
The server in the network game system of the present invention will be described in detail below.
FIG. 3 is a schematic diagram illustrating an example of a schematic configuration of the server 11 according to the present embodiment. As an example, the server 11 is a server device that provides an online role-playing game to each terminal 12, and each character (player character) operated by each participating player can move a dungeon or the like. Hereinafter, a description will be given with reference to FIG.

  The server 11 includes, for example, a general computer (general-purpose personal computer or the like) including a CPU, RAM, ROM, DVD-ROM drive, hard disk, NIC, and the like, and stores map information as shown in FIG. Unit 201, player information storage unit 202, operation information acquisition 203, game situation management unit 204, position information etc. providing unit 205, determination unit 206, authority management unit 207, and ruler information storage unit 208 A ruler operation information acquisition unit 209, a map information change unit 210, and a watching information provision unit 211.

  The map information storage unit 201 stores a plurality of map information that defines a virtual space (game space) in the game. That is, each map information which prescribes | regulates the various fields which comprise game space is memorize | stored. As an example, these fields also include dungeons (mazes such as caves, towers, palaces, etc.), and a dungeon map that defines the dungeon is stored in the map information storage unit 201.

  Specifically, the map information storage unit 201 stores a dungeon map as shown in FIG. As an example, this dungeon map is a dungeon map in an initial setting state, and is visualized for easy understanding. Actually, various information such as the route in the dungeon, the item to be arranged, the trap set, the appearance position of the main enemy character, and the capture task (requirements for clearing the dungeon, etc.) Digitized or symbolized and stored in the map information storage unit 201.

Such a dungeon map is such that a participating player who first captures the dungeon (first) can arbitrarily change the contents of the dungeon (configuration, capture task, etc.). That is, the authority to control the dungeon is transferred to the first participating player to become a new player. Then, the dominating player reforms the contents of the dungeon as he / she thinks and receives the challenge of the participating player.
For example, when the dungeon A in the initial setting state is captured by the participating player X, the participating player X becomes a new dominant player X, and the contents of the dungeon A can be arbitrarily reshaped. When the dominating player X changes the dungeon map as appropriate, a new dungeon B based on the dungeon map appears in the game space instead of the previous dungeon A. Although the dominating player X cannot directly participate in the game in the dungeon B, he / she can appropriately watch the state of each participating player.
Subsequently, when the dungeon B is captured by the participating player Y, the authority is transferred from the dominating player X, and the participating player Y becomes a new dominating player Y, and can be reconstructed into the dungeon C as well. At this point, since the authority of the former dominant player X is lost, the player can return to the participating player X and participate in the capture of the dungeon C.
Details of the specific change of the dungeon map will be described later.
The hard disk, RAM, and the like can function as such a map information storage unit 201.

Returning to FIG. 3, the player information storage unit 202 stores information on participating players participating in the game.
For example, the player information storage unit 202 includes identification information (user ID and the like) for each logged-in participating player, player character identification information (character ID, nickname, and the like), and terminal 12 identification information (MAC address and IP address). Etc.) is stored.
Note that the hard disk, RAM, and the like can function as such a player information storage unit 202.

The operation information acquisition unit 203 acquires operation information from each participating player.
For example, when the information is transmitted from the terminal 12, the operation information acquisition unit 203 confirms that the operation information is from the participating player while referring to the information stored in the player information storage unit 202 described above. get. Then, the acquired operation information is supplied to the game situation management unit 204.
The NIC or the like can function as such an operation information acquisition unit 203.

The game situation management unit 204 manages the current situation of characters in the game space. For example, the progress status of each player character operated by each participating player (each terminal 12), the current status of enemy characters (for example, each appearing enemy character) controlled by the server 11, and the like are managed. To do.
Specifically, the game situation management unit 204 manages the progress of the player character in the dungeon by using a player character table as shown in FIG. 5A as an example, and the situation of the enemy character in the dungeon. As an example, management is performed using an enemy character table as shown in FIG.

The player character table shown in FIG. 5A is updated as appropriate based on the operation information from the participating players acquired by the operation information acquisition unit 203. That is, the position information and the like of each player character is updated based on the operation content that each participating player has directed toward his player character.
Further, in the enemy character table shown in FIG. 5B, the position information and the like of each enemy character is appropriately updated according to a predetermined logic.
The CPU, hard disk, RAM, and the like can function as such a game situation management unit 204.

Returning to FIG. 3, the position information providing unit 205 transmits the position information of each character managed by the game situation management unit 204 to each terminal 12 (the terminal 12 of the participating player).
For example, the position information etc. providing unit 205 sequentially refers to the above-described player character table of FIG. 5A and the enemy character table of FIG. Broadcast to each terminal 12 every time.
The location information providing unit 205 transmits the dungeon map (map information) to each terminal 12 when the dungeon map is updated by the governing player who gains authority by capturing the dungeon.
The CPU, NIC, or the like can function as the position information providing unit 205.

The determination unit 206 sequentially determines whether each participating player (player character) satisfies a dungeon clear requirement (capture requirement).
For example, the determination unit 206 sequentially compares the progress of each player character in the dungeon with the dungeon map capture task stored in the map information storage unit 201. If any player character satisfies the clear requirement for the dungeon, it is determined that the participating player operating the player character is the player who first captured the dungeon.
When the determination unit 206 determines that the dungeon has been captured in this manner, the determination unit 206 supplies information about the captured participating players to the authority management unit 207.
The CPU or the like can function as such a determination unit 206.

When the determination unit 206 described above determines the dungeon strategy (participating player who first captured), the authority management unit 207 uses the information of the participating player as a new ruler (dominating player) as a ruler information storage unit. 208 is stored.
For example, when the authority management unit 207 reads out the information of the player who has become the ruler from the player information storage unit 202, the authority management unit 207 overwrites and updates the ruler information of the dungeon in the ruler information storage unit 208. As a result, the old dominant player returns to the participating player, and the participating player who captured the dungeon becomes a new dominant player. That is, the authority is transferred from the old dominant player to the new dominant player.
The CPU or the like can function as such an authority management unit 207.

For each dungeon, the ruler information storage unit 208 stores information on the rule player who is the current ruler (ruler information).
Specifically, as shown in FIG. 6, the ruler information storage unit 208 stores ruler information corresponding to each dungeon. When any dungeon is captured by the participating players, the authority management unit 207 described above updates the ruler information of the corresponding dungeon.
Note that the hard disk, the RAM, and the like can function as such a ruler information storage unit 208.

Returning to FIG. 3, the ruler operation information acquisition unit 209 acquires operation information from the rule player who is the ruler.
For example, when information is transmitted from the terminal 12, the ruler operation information acquisition unit 209 refers to the information stored in the ruler information storage unit 208 described above, and the transmitted information is operated by the rule player. Whether the information is information is sequentially determined, and only operation information from the controlling player is acquired. When the operation content is a change of the dungeon map, the acquired operation information is supplied to the map information changing unit 210. When the operation content is a watching request, the acquired operation information is supplied to the watching information providing unit 211. To supply.
The NIC or the like can function as such a ruler operation information acquisition unit 209.

The map information changing unit 210 changes target map information based on an operation (map changing operation) from the terminal 12 of the dominant player.
For example, the map information changing unit 210 changes the dungeon map for the dungeon having the authority (the authority to rebuild) according to the operation information acquired by the ruler operation information acquisition unit 209.
In other words, the controlling player who becomes the new ruler can appropriately reset the route in the dungeon, the arranged item, the trap set, the appearance position of the main enemy character, the capture task, and the like. For example, you can use your own experience to place a bag more effectively, place an item in a place that is difficult to notice, or set a capture task that is not easily conceived. The dungeon map is rebuilt so that no player can easily capture it.
At this time, depending on the changed dungeon map, there may be a situation in which the dungeon cannot be captured. Therefore, the map information changing unit 210 appropriately verifies the changed dungeon map.
Then, the map information changing unit 210 reflects the change contents of the dungeon map in the map information storage unit 201 when the operation of the dominating player is completed (when the change is completed). That is, a new dungeon map is stored in the map information storage unit 201.
The CPU or the like can function as such a map information changing unit 210.

The watching information providing unit 211 reads information for watching (watching information) from the game situation management unit 204 based on an operation (watching request operation) from the terminal 12 of the dominant player, and transmits it to the terminal 12 of the ruler. To do.
For example, when a place to watch (such as a position in the dungeon) is designated, the watching information providing unit 211 sequentially refers to the player character table and the enemy character table, and is located within a predetermined range around the designated place. Information on the character's position information, items, defensive power, attack power, HP, and the like are transmitted to the terminal 12 of the ruler at regular intervals.
Further, when a player character (attention character) to be watched is designated, the watching information providing unit 211 uses the position information of the player character as a ruler's terminal so that the viewpoint can be moved in accordance with the movement of the attention character. 12 to send. In addition to this, position information of other characters located in the vicinity of the character of interest is also transmitted to the ruler terminal 12 at regular intervals.
In addition, the CPU, NIC, or the like can function as such a watching information providing unit 211.

(Outline configuration of terminal)
FIG. 7 is a schematic diagram illustrating an example of a schematic configuration of the terminal 12 according to the present embodiment. The terminal 12 is operated by a participating player who aims to capture a dungeon or a dominant player who is a ruler of the dungeon. Hereinafter, a description will be given with reference to FIG.

  As shown in FIG. 7, the terminal 12 includes an image information storage unit 301, a change map information storage unit 302, an information reception unit 303, a game image generation unit 304, an operation reception unit 305, a character management unit 306, An information transmission unit 307.

The image information storage unit 301 stores images (data such as objects and textures) such as characters, buildings, and items arranged in the game space.
For example, the image information storage unit 301 stores images of each player character, images of various enemy characters, images of various items, images of trees, stones, walls, stairs, and the like.
The image information storage unit 301 also stores a dungeon map (map information) in an initial setting state in the role playing game. That is, the dungeon map of each dungeon before being changed by the controlling player is stored.
Note that a DVD-ROM or the like mounted on the DVD-ROM drive 107 described above can function as such an image information storage unit 301.

The changed map information storage unit 302 stores the map information changed by the dominating player who becomes the new ruler.
Specifically, when the dungeon map is changed in the server 11 (map information storage unit 201) described above, the changed dungeon map is sent from the server 11 (position information etc. providing unit 205) to each terminal 12. It is like that. In the terminal 12, when this dungeon map is received by the information receiving unit 303, it is stored in the change map information storage unit 302. That is, the latest dungeon map associated with the update is stored in the change map information storage unit 302.
Note that the above-described RAM 103 or the like can function as such a change map information storage unit 302.

The information receiving unit 303 receives various information sent from the server 11.
For example, the information receiving unit 303 sequentially receives position information and the like of each character (player character, enemy character, etc.) managed by the game situation management unit 204 described above.
Further, the information receiving unit 303 receives a dungeon map sent from the position information etc. providing unit 205 when the dungeon map is changed in the map information storage unit 201.
Further, the information receiving unit 303 receives the information sent from the server 11 (game situation update unit 205) and reflects it in the character management unit 306.
The NIC 110 described above can function as such a data receiving unit 302.

The game image generation unit 304 generates a game image including buildings and characters arranged in the game space.
For example, the game image generation unit 304 generates a game space such as a dungeon with reference to the image information storage unit 301 and the change map information storage unit 302, and refers to the character management unit 306 with reference to the game space (dungeon). A game image in which a player character or an enemy character moving in the game is arranged is generated.
Specifically, the game image generation unit 304 generates a game image as shown in FIG. 8A as an example. This game image is an image when the viewpoint is behind the player character Pc1 operated by the self in the dungeon, and the player character Pc2 operated by other participating players and the enemy character Tc are located in the vicinity. Is shown.

Further, in the terminal 12 of the dominant player, the game image generation unit 304 generates a game watching image.
For example, the game image generation unit 304 generates a game watching image as shown in FIG. This game watching image is an image in the case of displaying the state near the pit pit Tr intentionally arranged by the self (dominating player), and shows a state in which the player character Pc is approached by being invited by the item It.
Note that the above-described image processing unit 108 can function as such an image generation unit 304.

Returning to FIG. 7, the operation reception unit 305 receives operation information such as an operation instruction for the player character operated by the participating player. For example, the operation accepting unit 305 includes a plurality of buttons corresponding to operations such as moving in a predetermined direction, sword sword, invoking magic, and picking up (for example, a direction key, an A button, Any one of a button, an X button, a Y button, etc.) is pressed by the participating player, and an operation input directed to the player character is accepted.
In the terminal 12 of the dominant player, the operation accepting unit 305 accepts operation information such as a dungeon map change instruction and a watching request.
The controller 105 described above can function as such an operation receiving unit 305.

The character management unit 306 manages the current position and orientation of each character.
For example, the character management unit 306 updates the current position and the like of each character to the latest state based on information such as the position information received from the server 11 by the information reception unit 303.
Note that the RAM 103 and the CPU 101 described above can function as such a character management unit 306.

The information transmission unit 307 transmits the operation instruction received by the operation reception unit 305 to the server 11. In other words, the operation contents of the player character operated by the participating players are transmitted to the server 11.
The NIC 110 described above can function as such an information transmission unit 307.

(Overview of server operation)
FIG. 9 is a flowchart showing a flow of game processing executed by the server 11 having the above-described configuration. Hereinafter, the operation of the server 11 and the like will be described with reference to this figure.

First, if there is changed map information, the server 11 transmits the map information to each terminal 12 (step S401).
That is, when the dungeon map is changed by a new player who has captured the dungeon and becomes the ruler, the location information providing unit 205 transmits the dungeon map (map information) to each terminal 12.
If the dungeon is not captured, map information is not transmitted because there is no changed map information.

  The server 11 performs a start display so that each participating player character enters the dungeon (step S402). For example, when a dungeon is changed, the name of a new dungeon, a message prompting the challenge to the dungeon, and the like are displayed, and each player character is accepted. That is, the dungeon is released and each player character advances the player character in the dungeon in order to capture the dungeon.

  The server 11 acquires operation information (step S403). That is, the operation information acquisition unit 203 acquires operation information from each participating player. Then, the server 11 reflects the game situation (step S404). For example, the game situation management unit 204 updates the player character table in FIG. 5A based on the operation information of each participating player. Moreover, the game situation management part 204 updates the enemy character table of FIG.5 (b) based on a predetermined logic.

  The server 11 supplies position information and the like for each character to each terminal 12 (step S405). For example, the position information etc. providing unit 205 refers to the updated player character table in FIG. 5A and the enemy character table in FIG. Broadcast.

The server 11 determines whether or not a watching game is requested from the dominant player (step S406). That is, the ruler operation information acquisition unit 209 determines whether or not a watching request has been made.
If the server 11 determines that the watching game is not requested (step S406; No), the process proceeds to step S408 described later. In the case of a dungeon in an initial setting state in which the ruler is not determined, it is determined that watching is not required.

  On the other hand, when it is determined that watching is required (step S406; Yes), the server 11 provides watching information to the terminal 12 of the dominant player (step S407). For example, when a place to watch (such as a position in the dungeon) is designated, the watching information providing unit 211 sequentially refers to the player character table and the enemy character table, and is located within a predetermined range around the designated place. The position information and HP of the character to be transmitted are transmitted to the terminal 12 of the ruler.

The server 11 determines whether or not the player character satisfies the dungeon clear requirement (step S408).
For example, the determination unit 206 compares the progress status of each player character in the dungeon with the dungeon map capture task stored in the map information storage unit 201, and any player character satisfies the clear requirement for the dungeon. It is determined that the dungeon has been captured.

If the server 11 determines that the dungeon has not been captured (step S408; No), the process returns to step S403, and the above-described steps S403 to S408 are repeatedly executed.
On the other hand, when it is determined that the dungeon has been captured (step S408; Yes), the server 11 displays an end (step S409). For example, after the player character in the dungeon is forcibly moved out of the dungeon and new acceptance of the player character is stopped, a message indicating that the dungeon has been captured is displayed. That is, the dungeon is closed once so that the player character cannot advance into the dungeon.

  The server 11 updates the ruler information (step S410). That is, the authority management unit 207 stores the information of the participating players who captured the dungeon in the ruler information storage unit 208 as a new ruler.

  The server 11 receives a change in map information (step S411). That is, the dominant player who has become the ruler arbitrarily changes the dungeon map for the dungeon, and the map information changing unit 210 stores the changed dungeon map in the map information storage unit 201.

  And the server 11 returns a process to step S401 mentioned above, and continues control of a game by a new dungeon.

By such a game process, a special benefit (the authority to freely recreate the game area) is given to the participating player who first captured the dungeon. In other words, it becomes a new dominating player for the dungeon and can change the dungeon map to his / her preference or watch the players struggle with the changed dungeon.
In this way, since the participating players who have captured the dungeon earliest can obtain special benefits, each player can be motivated.
In addition, it is conceivable that the dominating player discloses information about dungeons that he / she has rebuilt, but if so much detailed information is disclosed, it will be easily captured. Therefore, information disclosure about the dungeon is naturally suppressed, and the interest of participating players is reduced.
Furthermore, unlike a dungeon such as a random map, since each participating player tries to capture the same dungeon, it is possible to sympathize with difficulties and the like, and the attractiveness as an online game is not reduced.
As a result, the interest of the player participating in the game can be improved.

(Other embodiments)
In the embodiment described above, the case where the dungeon changed by the dominating player is adopted as it has been described. However, there may be a situation where the changed dungeon cannot be captured or the capture is extremely difficult.
Therefore, the validity of the dungeon map may be verified in advance, or the dungeon map may be verified indirectly from the situation of other players in the dungeon.

Hereinafter, a server characterized by verifying a dungeon map will be described with reference to FIG.
FIG. 10 is a schematic diagram showing a schematic configuration of the server 11 according to another embodiment of the present invention. Hereinafter, a description will be given with reference to FIG.

  The server 11 in FIG. 10 has a configuration in which a verification unit 501 is added to the server 11 in FIG. 3 described above. That is, the map information storage unit 201 to the watching information providing unit 211 have the same configuration as that of the server 11 in FIG.

When the dungeon map is changed by the dominant player, the verification unit 501 verifies the validity before registering (updating) in the map information storage unit 201.
For example, when the verification unit 501 acquires the dungeon map from the map information change unit 210, whether the routes in the dungeon are correctly connected, whether the items are appropriately arranged (can the item be acquired), It is verified whether the enemy character's HP, attack power, etc. are within specified values.
Then, the verification unit 501 stores the dungeon map whose validity is verified in the map information storage unit 201.

In addition, after the game is started based on the changed dungeon map, the verification unit 501 verifies the difficulty level of the dungeon based on the situation of each participating player in the dungeon.
For example, the verification unit 501 attempts to reach a specific area (for example, the top floor / bottom floor) even if a predetermined number or more of player characters challenge the dungeon and a predetermined time or more (for example, the total time) elapses. If it cannot be reached, it is determined that the difficulty level is too high.

During the game, if the verification unit 501 determines that the difficulty level of the dungeon is too high, the map information changing unit 210 may appropriately change the dungeon map so as to reduce the difficulty level.
For example, the map information changing unit 210 automatically changes the dungeon map so as to add a detour or the like leading to a specific area (for example, the top floor / bottom floor).
In addition, the game situation management unit 204 may change the position information and the like of each player character so as to forcibly move each player character to the specific area.

  Also in this case, since the dungeon map changed by the dominating player is appropriately verified, it is possible to improve the interest of the player participating in the game without causing a situation where the capture is impossible.

In the above embodiment, the network game system in which each terminal is connected to the server has been described as an example. However, the present invention can be appropriately applied to a case where terminals are connected to each other and one of them functions as a server. is there.
That is, one terminal 12 also functions as the server 11 and provides another terminal 12 game. At this time, the terminal 12 serving as the server and the other terminal 12 may be connected not only in a one-to-one relationship but also in a one-to-n connection (n is an integer of 2 or more).

  As described above, according to the present invention, it is possible to improve the interest of players participating in the game.

It is a mimetic diagram showing the outline composition of the network game system of this embodiment. It is a mimetic diagram showing the outline composition of the game device of this embodiment. It is a schematic diagram which shows an example of the outline | summary structure of a server. It is a schematic diagram which shows an example of a dungeon map. (A) is a schematic diagram which shows an example of a player character table, (b) is a schematic diagram which shows an example of an enemy character table. It is a schematic diagram which shows an example of ruler information. It is a schematic diagram which shows an example of the outline | summary structure of a terminal. It is a schematic diagram which shows an example of the game image produced | generated by (a), and is a schematic diagram which shows an example of the game watching image produced | generated by (b). It is a flowchart for demonstrating the game processing of this embodiment. It is a schematic diagram which shows an example of schematic structure of the server of other embodiment.

Explanation of symbols

DESCRIPTION OF SYMBOLS 10 Network game system 11 Server 12 Terminal 13 Internet 100 Game device 101 CPU
102 ROM
103 RAM
104 Interface 105 Controller 106 External Memory 107 DVD-ROM Drive 108 Image Processing Unit 109 Audio Processing Unit 110 NIC
DESCRIPTION OF SYMBOLS 201 Map information memory | storage part 202 Player information memory | storage part 203 Operation information acquisition part 204 Game situation management part 205 Location information etc. provision part 206 Judgment part 207 Authority management part 208 Ruler information storage part 209 Ruler operation information acquisition part 210 Map information change Unit 211 watching information providing unit 301 image information storage unit 302 change map information storage unit 303 information reception unit 304 game image generation unit 305 operation reception unit 306 character management unit 307 information transmission unit 501 verification unit

Claims (6)

  1. A game apparatus in which a participating player operates a character to play the game area in a game area in a virtual space,
    An area information storage unit that stores area information that is arbitrarily defined by a dominating player who controls the game area, and that includes area information including the configuration of the game area and capture requirements;
    A status management unit that manages the progress status of characters operated by participating players in the game area;
    A determination unit that determines whether or not the game area has been captured by a participating player based on the relationship between the progress status to be managed and the capture requirement stored;
    An authority management unit that, when it is determined that the game area has been captured, transfers the authority to control the game area to the captured participating player;
    A game device characterized by that.
  2. The game device according to claim 1,
    A watching information providing unit that provides watching information indicating the play status of the participating players in the game area to the dominant player in a displayable manner;
    A game device characterized by that.
  3. A server that is connected to a player terminal via a network and provides a game for playing a game area in a virtual space,
    An area information storage unit that stores area information that is arbitrarily defined by a dominating player who controls the game area, and that includes area information including the configuration of the game area and capture requirements;
    A situation management unit for managing the progress of characters controlled from the player's terminal in the game area;
    A determination unit that determines whether or not the game area has been captured by a participating player based on the relationship between the progress status to be managed and the capture requirement stored;
    An authority management unit that, when it is determined that the game area has been captured, transfers the authority to control the game area to the captured participating player;
    A server characterized by that.
  4. The server according to claim 3,
    A watching information providing unit that provides watching information indicating the play status of the participating player in the game area to the terminal of the dominant player;
    A server characterized by that.
  5. A game providing method in a game device having an area information storage unit and a processing unit, wherein a participating player operates a character to play the game area in a game area in a virtual space,
    The area information storage unit is area information arbitrarily defined by a dominating player who controls the game area, and stores area information including a configuration of the game area and capture requirements,
    A progress status management step for managing the progress status of the character operated by the participating player in the game area, performed by the processing unit;
    A determination step of determining whether or not the game area has been captured by a participating player based on the relationship between the progress status to be managed and the stored capture requirements, performed by the processing unit;
    An authority management step for transferring the authority to control the game area to the captured participating player, when the processing unit determines that the game area has been captured.
    A game providing method characterized by the above.
  6. In a game area in the virtual space, a computer in which a participating player operates the character to play the game area,
    An area information storage unit that stores area information arbitrarily defined by a dominating player who controls the game area, including the configuration of the game area, and area information including capture requirements,
    A situation management unit that manages the progress of characters operated by participating players in the game area;
    A determination unit for determining whether or not the game area has been captured by a participating player based on the relationship between the progress status to be managed and the capture requirement stored;
    When it is determined that the game area has been captured, an authority management unit that transfers the authority to control the game area to the captured participating players;
    A program characterized by functioning as
JP2007292076A 2007-11-09 2007-11-09 Game machine, server, game provision method and program Pending JP2009112708A (en)

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