JP2012000361A - Massively multiplayer online role-playing game - Google Patents

Massively multiplayer online role-playing game Download PDF

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Publication number
JP2012000361A
JP2012000361A JP2010140205A JP2010140205A JP2012000361A JP 2012000361 A JP2012000361 A JP 2012000361A JP 2010140205 A JP2010140205 A JP 2010140205A JP 2010140205 A JP2010140205 A JP 2010140205A JP 2012000361 A JP2012000361 A JP 2012000361A
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party
player
game
players
formed
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JP5419808B2 (en
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Hiroshi Kato
拓 加藤
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Miracle Positive Co Ltd
株式会社ミラクルポジティブ
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Abstract

PROBLEM TO BE SOLVED: To allow players, who have no relish for or is not good at communication for forming a party, to sufficiently enjoy MMORPG (massively multiplayer online role-playing game) by allowing a server to form the party based on information of the respective players.SOLUTION: A system forms a party by automatically selecting players. The party is formed in such a manner as improving a possibility of attaining a purpose. Furthermore, the party is formed in such a manner as eliminating harmful effects on a game progress accompanying the party formation.

Description

  The present invention relates to a multiplayer simultaneous online role playing game.

  In recent years, services providing a multiplayer online role-playing game (hereinafter referred to as “MMORPG” (Massively Multiplayer Online Role-Playing Game)) are increasing. In MMORPG, a person who enjoys a game (player) can connect a game terminal device to a server and play a game with other players connected to the same server. In a conventional game with one player, since the actions other than the player's own actions are controlled by the computer, the game is simple and highly predictable depending on the computer. On the other hand, in MMORPG, it becomes a complicated game including communication with other players, such as acting in a team (party) with other players, and the predictability is low. As a result, MMORPG can enjoy the joy that is not found in conventional games.

The communication related to the party is roughly divided into (1) soliciting other players to the party or receiving solicitation from other players in order to form a party, and (2) between players belonging to the formed party. There are things that determine party action policies. Of these, (2) relates to the battle policy, which is the center of the enjoyment of the game, and is communication between party players having a common purpose, so many players prefer this communication. On the other hand, there are many players who do not like or are not good at (1). The reason is that it is communication with other players who have never communicated so far, and it is not always possible to meet other players who form a party, so communication does not produce results or results It has a feeling of frustration because it takes time to complete. For this reason, there are many players who expect to enjoy (2) while omitting (1).
However, in the conventional MMORPG, (1) had to be performed before (2).

  As a technique for solving the above-mentioned problem, Patent Document 1 does not necessarily have to cooperate as a party, but “summons” other players to display their own scenes (screens in which they are actually playing). A method of making the other player appear is disclosed. As the procedure of “summoning”, when the summoning player sends a summoning request to the server, the server displays the request on the screen of the game terminal device of the summoned player and selects whether to accept the summoning, It will be summoned when responding. By replacing “summoning” with “invitation to party” and using this method, a party can be formed only by operating the buttons on the game terminal device without communication in language, and the above (1) is not preferred. Alternatively, it is possible to reduce the burden on the player who is not good at it.

However, the method disclosed in Patent Document 1 has the following problems.
When soliciting other players to a party, it is difficult to determine which player to solicit. In order to recruit players who can increase the possibility of achieving a goal such as winning a battle, information (battle power, items, etc.) about each player must be investigated for this purpose. If there are a large number of players participating in MMORPG, just browsing these pieces of information can be a daunting task. Patent Document 1 does not disclose a method for reducing such investigation.
A player who does not like the above work waits to be invited by another player without soliciting himself / herself. However, it is not possible to predict when other players will solicit, and if they are not solicited for a long time, they will feel frustrated.
The player does not always play MMORPG. The play may be interrupted and other requirements (such as watching TV and performing work) may be performed. Such a player cannot solicit other players or accept other players' solicitations. For this reason, it takes time to form a party.

  The above problem is that the player who likes the communication of the above (1) forms a party through the player's communication, and at the same time, the player who does not like (1) likes or is not good at the server based on information about each player. This is solved by forming a party and notifying the player of this. However, MMORPG in which a server forms a party based on information about each player has not been realized.

JP 2002-239250 A

  The problem to be solved is that the server could not form a party based on information about each player, so that a player who does not like or does not like communication to form a party should fully enjoy MMORPG That was not possible.

  In order to solve the above-described problems, in the multiplayer online role playing game of the present invention, the system automatically selects a player to form a party, and prevents adverse effects associated with automatic party formation.

The MMORPG of the present invention is
Two or more game terminal devices for performing a role-playing game controlled by a server can be connected simultaneously,
For a party that is a set of two or more players who act as one team in the role-playing game, the system can be used even when one or more of the two or more players do not operate the game terminal device. The server includes a party automatic formation function for automatically selecting a player and forming a party.
The party is formed automatically by the system and does not require any player operation. Thereby, each player can participate in a party without waiting for a long time.
In order to enable communication between the players in the party (communication of (2) above), the system is a game of all the members of the party that has formed information about the party that has been formed and the players who are members of the party. Display on the terminal device. The party is organized prior to such display. If the member who sees the display does not like the party, the member may leave the party. Also in this case, since the party is once formed, the features of the MMORPG of the present invention are utilized.

The MMORPG of the present invention is
The party automatic formation function is characterized in that a player who does not participate in an already formed party at the same point is selected.
MMORPG has a common map for all players of the game, and each player stays at one point on the map or moves between points. As a general rule, all members of a party act together (stay at the same point or move toward the same destination). Therefore, this principle is met by selecting a player at the same point and forming a party.
Some players prefer the communication (1). For such players, it is more fun to form a party by themselves rather than participating in a party formed by the system. Therefore, in order to reduce the possibility of making such a player a member of a party formed by the system, a player who does not participate in the formed party is selected. That is, the player who participates in the established party is not selected. This is because a player who likes the communication (1) often participates in an already established party. In order to further reduce the possibility of such a player becoming a member of a party formed by the system, the player is not selected for a predetermined time from the initial participation of each player in the MMORPG (not yet a party). Since a party may be formed in the future although not participating, the player may not select a player who has a history of inviting other players to the party.

The MMORPG of the present invention is
The party automatic formation function is characterized in that, with respect to a player having the same purpose, the player is selected so as to satisfy a predetermined condition that increases the possibility that the party to be formed can achieve the purpose.
The party is formed in order for the participating players to collaborate to achieve one goal (for example, to win an enemy in battle). However, depending on the game, there are cases where two or more purposes are set instead of one. For example, a game may be set to achieve the first goal of rescuing a princess who is a prisoner of enemies and then the second goal of winning a battle with the enemy's chief. In this case, even if the player aiming at the first purpose and the player aiming at the second purpose are members of the same party, it is impossible to enjoy the game without obtaining satisfaction by achieving the purpose jointly. Therefore, a player having the same purpose is selected to form a party. Depending on the game, the purpose may not be ordered as first and second, and the purpose of each player may not be obvious to the system. In such a case, the system infers the player's purpose from the past behavior of each player, the game terminal device of each player so as to achieve the purpose by determining the purpose that the system is likely to be achieved by the party. And so on.
The player enjoys the game through achieving the purpose by the formed party. When the system forms a party, it is preferable to form the party so that the possibility of achieving the purpose is higher than a method unrelated to the possibility of achieving the purpose, such as randomly selecting a player. For example, if the party has three types of items, and there is a high possibility of winning a battle with the enemy's head, three players who own each of these three types of items are selected. One party can be considered. In this case, “predetermined condition” is “having all three types of items as the whole party”. Here, the “possibility to achieve the objective” can be calculated by a method such as mathematically obtaining by game setting, or statistically based on past records.

The MMORPG of the present invention is
The player belonging to the party formed by the party automatic formation function is prohibited from performing an action that does not satisfy the predetermined condition.
If a player belonging to a party formed by the party automatic formation function takes an action that is contrary to the achievement of the purpose, the enjoyment of the game for other players is reduced. For example, a case where one of the players sells an item he / she owns after forming a party having the above three types of items. By prohibiting such actions, the enjoyment of all players can be increased. Here, “prohibited” means that the system does not accept the input for performing the action (for example, rejects the input with an error message) or the action is a party formation. This refers to urging the player to reconsider, such as by giving a message that the purpose is not met.

  In the MMORPG of the present invention, since the system automatically selects a player and forms a party, a player who does not like or is not good at communication for forming a party can also enjoy the MMORPG. As a result, the number of MMORPG players increases.

FIG. 1 is a diagram illustrating a configuration example of a system that executes MMORPG. FIG. 2 is a diagram illustrating an example of player data. FIG. 3 is a diagram showing a map in the game. FIG. 4 is a diagram illustrating an example of formation condition data. FIG. 5 is a diagram illustrating an example of processing of the automatic party forming function. FIG. 6 is a diagram illustrating an example of player data.

    An embodiment of the MMORPG of the present invention will be described.

  FIG. 1 is a diagram illustrating a configuration example of a system that executes MMORPG according to the present invention. The MMORPG server 1 is connected to the game terminal devices 3a, 3b. . . Is connected. The game terminal device may be any terminal that can execute MMORPG, such as a mobile phone terminal, a personal computer terminal, a smartphone, and a portable game machine. Further, any number of game terminal devices may be connected.

The MMORPG server 1 is provided with a party automatic formation function 11 and a game progress function 12. The MMORPG server 1 holds player data 13 and formation condition data 14.
The game progress function 12 includes all general functions in MMORPG. This is a function for executing battles, obtaining items, moving between points, and the like based on player operations.

FIG. 2 is a diagram illustrating an example of player data.
Each player is staying at the point (mountain top, mountain hut, etc.) shown in FIG. 3 or moving between points, and this information is held in the “point” field. FIG. 3 is a diagram showing a map in the game.
Each player uses “items” and “battle power” in battle. “Items” are tools used in battle, such as “cannons” and “shields”. “Battle power” is a numerical value representing the performance of the player, such as “attack power” and “defense power”, and is increased or decreased depending on the result of the battle. These pieces of information are held in the “item” and “battle power” fields.
The “party” field holds the name of the party to which each player belongs.

The “stage” field of the player data represents the stage in the game of each player. In the game of this embodiment, the goal of each player is to first rescue the princess who was captured by the enemy as a prisoner of the enemy and then subjugated the enemy's chief at the top of the mountain. The player's stage at the start of the game is “Princess Rescue”. When the princess is successfully rescued, the stage of the next “Shoujo subjugation” proceeds.
“Rescuing the princess” and “subjugating the head” represent the purpose of each player in the game at the present time together with being a stage.

  The “behavior restriction” field of the player data represents a restriction on actions (inputs to the game progress function 12) that each player takes in the game. In FIG. 2, the player A has an action restriction of “cannon”. This means that the player A must possess an item cannon, that is, the cannon must not be transferred to another player.

FIG. 4 is a diagram illustrating an example of formation condition data. The formation condition data represents “items” and “battle power” (necessary properties) necessary for achieving the purposes with high probability for the purposes of “rescue princess” and “subjugation”. For example, to rescue the princess, you need a “shield” as an item, and you need more than 10 offensive power. Although one player may have all of these necessary properties, a plurality of players having individual necessary properties may form a party. For example, a party formed by a player C (having a shield but having an attack power of less than 10) and a player D (not having a shield but having an attack power of greater than 10) in FIG. Princess succeeds in rescue.
Here, whether or not the princess is successfully rescued in the game depends on the player's response in battle with the enemy and the like. That is, the formation condition data represents a necessary property such as “high probability (for example, 90% or more) based on past statistical data”, and does not necessarily succeed.
Necessary properties are different for the princess rescue and the subjugation. The game story in this embodiment is as follows. The princess rescues the enemy who has captured him as a prisoner, but in order not to hurt him, he must attack without using a cannon and requires a lot of attack power as combat power. In addition, a strong counterattack is not possible against enemy attacks, and a shield is required for defense. On the other hand, subjugation requires a cannon as an item because the enemy is strong. It also requires a certain level of attack and defense.

FIG. 5 is a diagram illustrating an example of processing of the party automatic formation function 11.
In step 41, players on the same stage at the same point are extracted. This is because the players who participate in the party move together, so that it is easy to form a party if they are players at the same point. Another reason is to form a party with players having a common purpose.
In step 42, players with data in the party field are excluded. This is because players who have already joined the established party do not need or do not like party automatic formation by the system in many cases, and therefore, such a player is not included in the automatically formed party.
In step 43, with reference to the formation condition data 14, one player who satisfies the required property is selected for one of the required properties of the stage. Note that there may be two or more players that satisfy the required property. In this case, one player may be arbitrarily selected. For example, when players are arranged in the player data in order of the game start time, the first player may be selected in the arrangement. By doing so, it is possible to preferentially join the party that has been waiting for a long time to join the party. This process is executed in a loop for all the requested properties of that stage.
In step 44, it is determined whether or not a party can be formed. Specifically, a party is formed if a player that satisfies all of the required properties is selected, and a party is not formed if no player satisfies that for one or more required properties.
When a party is formed, the following steps 45 to 47 are executed.
In step 45, the party formed on the game terminal device of the selected player is displayed to notify that it has become a member of the party formed automatically.
In step 46, the party field of the player data 13 is updated according to the automatically formed party.
In step 47, the action restriction field relating to the selected player in the player data 13 is updated. In this update, the requested property that is the basis for the selection of each player in step 43 is written in the action restriction field of the player. The formed party has a high possibility of achieving the purpose because the player has the required property. Therefore, an action that loses the required property is prohibited.
The party automatic formation function 11 executes the above processing in a loop for all points and stages.

When the above processing is performed based on the data shown in FIG. 2, the following parties are automatically formed. Party “Dragons” with players C and D as members. Players F, G and H are members of the party “Swallows”.
FIG. 6 is a diagram illustrating an example of player data after a party is automatically formed. In the action restriction data relating to the players who are members of the formed party, the required property of the basis for selecting each player is written.
The party names (“Dragon's” and “Swallows”) may be set arbitrarily.

So far, automatic party formation has been described. The situation where the player plays the game is as follows.
The player's operation is processed by the game progress function 12, and battle, item acquisition, movement between points, and the like are progressing based on the player's operation. Thereby, the player enjoys the game.
The server is provided with a timer (not shown), and the party automatic formation function 11 is activated at a predetermined time (for example, every one hour). The display of step 45 of the party automatic formation function 11 is performed on the terminal of the player who participates in the party formed by the party automatic formation function 11, and the player knows that he / she participates in the party.
The player communicates with other players of the same party by chat using the game progress function 12, and advances the game toward the achievement of the objective.

  It is assumed that after the party is automatically formed, the player C inputs to the game update function 12 for selling the shield. The game update function 12 prohibits this input because there is a “shield” in the player data 13 related to the player C. Specifically, in response to such an input, a message “Please keep a shield for other players of the party” is displayed on the game terminal device of player C, and no processing is performed on the input.

(Extended example)
The above embodiment is an embodiment of the present invention, and can be implemented differently from the above embodiment within the technical scope of the present invention. The following is an example.
If a party that has already been formed is not excluded from automatic party formation and the possibility of achieving the purpose is increased by a player added to the party, a new player may be automatically added to the party.

  Players who do not like or are not good at communication to form a party can also enjoy MMORPG, leading to an increase in the number of MMORPG players, and can be expected to be used by many online game providers.

DESCRIPTION OF SYMBOLS 1 Server for MMORPG 11 Party automatic formation function 12 Game progress function 13 Player data 14 Formation condition data 2 Network 3 Game terminal device

Claims (4)

  1. Two or more game terminal devices for performing a role-playing game controlled by a server can be connected simultaneously,
    For a party that is a set of two or more players who act as one team in the role-playing game, the system can be used even when one or more of the two or more players do not operate the game terminal device. A multiplayer online role-playing game in which a server has a party automatic formation function for automatically selecting a player and forming a party.
  2.   The multi-player simultaneous online role-playing game according to claim 1, wherein the party automatic formation function selects a player who does not participate in an already formed party at the same point.
  3.   The party automatic formation function is characterized in that, for a player having the same purpose, the player is selected so as to satisfy a predetermined condition so as to increase a possibility that the party to be formed can achieve the purpose. Item 3. A multiplayer simultaneous online role-playing game according to item 1 or 2.
  4.   4. The simultaneous multiplayer online role playing according to claim 3, wherein an action that does not satisfy the predetermined condition is prohibited for a player belonging to a party formed by the automatic party forming function. game.
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WO2013118707A1 (en) * 2012-02-09 2013-08-15 株式会社コナミデジタルエンタテインメント Game control device, game control method, program, recording medium, and game system
JP2013162827A (en) * 2012-02-09 2013-08-22 Konami Digital Entertainment Co Ltd Game control device, game control method, program, and game system
WO2013168413A1 (en) * 2012-05-08 2013-11-14 株式会社カプコン Game program, game device and game system
CN104271209A (en) * 2012-05-08 2015-01-07 喀普康有限公司 Game program, game device and game system
CN104271209B (en) * 2012-05-08 2017-08-25 喀普康有限公司 Game device and games system
US10039977B2 (en) 2013-06-21 2018-08-07 Gree, Inc. Game control method, server device, game system, and computer-readable recording medium
US10369464B2 (en) 2013-06-21 2019-08-06 Gree, Inc. Game control method, server device, game system, and computer-readable recording medium
JP2015142628A (en) * 2014-01-31 2015-08-06 グリー株式会社 Method for controlling game management server device, game management server device, and program
JP2015208477A (en) * 2014-04-25 2015-11-24 株式会社スクウェア・エニックス Information processor, control method, and program
JP2015003039A (en) * 2014-07-03 2015-01-08 グリー株式会社 Game control method, server device, and program
JP2015171594A (en) * 2015-06-05 2015-10-01 グリー株式会社 Game control method, server device, and program
JP2016150244A (en) * 2015-09-02 2016-08-22 株式会社 ディー・エヌ・エー Information processor and game program
JP2016019833A (en) * 2015-09-30 2016-02-04 グリー株式会社 Control method for game management server device
JP2017202339A (en) * 2017-07-19 2017-11-16 グリー株式会社 Control method for game management server device, game management server device, and program

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