JP4880324B2 - Server system, program, and information storage medium - Google Patents

Server system, program, and information storage medium Download PDF

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JP4880324B2
JP4880324B2 JP2006051692A JP2006051692A JP4880324B2 JP 4880324 B2 JP4880324 B2 JP 4880324B2 JP 2006051692 A JP2006051692 A JP 2006051692A JP 2006051692 A JP2006051692 A JP 2006051692A JP 4880324 B2 JP4880324 B2 JP 4880324B2
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team
player
means
candidate
server system
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JP2007229040A (en
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晃一朗 谷波
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株式会社バンダイナムコゲームス
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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
    • A63F13/795Game 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5573Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Description

  The present invention relates to a server system or the like for a battle network game that is communicably connected to a plurality of player terminals and forms a battle team composed of players.

  With the progress of communication technology, the number of players using online network games is increasing. The most attractive feature of online network games is that they can share and play the same game world as an unknown player, such as by forming a party. In addition, one of the attractions of games that play one-on-one such as Go or chess is that you can play anytime, anywhere.

The process of searching for an opponent who forms a party or searching for an opponent is called a matching process, and various techniques have been proposed. For example, Patent Document 1 discloses a technique for organizing players having a common purpose.
JP 2001-344372 A

  However, in the team battle game, the above-described technique cannot be applied as it is. For example, the technique of Patent Document 1 is a technique for forming one team (party), and the matching between the fighting teams cannot be achieved. That is, since the difference between the level of the entire team of one team and the level of the entire team of the other team is not taken into consideration, a difference may occur between the teams that compete. In addition, if a team composed of players with similar play levels is simply formed, it is difficult to become a unique team, and there is a lack of fun.

  The present invention has been made in view of the above-described problems, and its object is to realize a matching process (team formation process) unique to a team battle game, which is suitable for a network game in which a team battle is performed. It is.

The first invention for solving the above problems is:
A server system for a battle network game (for example, the server system 1 in FIG. 2) that is communicably connected to a plurality of player terminals and forms each battle team composed of players.
Play level value storage means (for example, storage unit 130 in FIG. 4; player management DB 141; FIG. 7) for storing a play level value for each player that is varied according to the game result;
Request accepting means (for example, the processing unit 120 in FIG. 4; step A13 in FIG. 6) for accepting a matching request from the player terminal;
Based on the stored play level values, among the players accepted by the request accepting means, a team is formed that has a player configuration in which the play level values of the entire teams of the opposing teams satisfy a predetermined equivalent condition. Team organization means (for example, the team organization processing unit 126 in FIG. 4);
Is a server system.

As another invention,
A program for organizing each battle team composed of players in a server system for a battle network game that is communicatively connected to a plurality of player terminals,
Play level value storage means for storing a play level value for each player, which is variable according to the game result;
Request accepting means for accepting a matching request from the player terminal;
Based on the stored play level values, among the players accepted by the request accepting means, a team is formed that has a player configuration in which the play level values of the entire teams of the opposing teams satisfy a predetermined equivalent condition. Team organization means,
A program for causing the server system to function may be configured.

  According to the first invention and the like, the teams are organized so that the play level values of the entire teams of the opposing teams satisfy the same conditions. Therefore, the level between the teams that compete is antagonized, and a heated competition can be expected.

A second invention is the server system of the first invention,
The battle network game is a game that allows communication between player terminals of the same team by a predetermined communication method during the game,
It further includes location storage means for storing location information of each of the player terminals (for example, storage unit 130 in FIG. 4; terminal installation location information 148 in FIG. 5),
The team organizing means refers to the contents stored in the location storage means, and among the player terminals for which a matching request is accepted by the request accepting means, one of the players of the player terminals satisfying the same local conditions You may make it comprise the server system which has the same area team organization means which organizes a team.

  According to the second invention, players in the same team can communicate with each other by a predetermined communication method during the game. The teams to be organized are players of player terminals that satisfy the same regional conditions. For this reason, a team is formed by players who are easily familiar with each other in the region. Therefore, even if the players are unknown to each other, the cohesive strength is relatively easily increased. Specifically, for example, in the mutual communication, if the local language is the same, it can be understood that they are people in the same region, and mutual affinity is enhanced.

Furthermore, as a third invention, the server system of the second invention,
Hierarchical wide and narrow location areas are predetermined (for example, terminal installation location information 148 in FIG. 5),
The same area team organizing means prioritizes a narrower location area and organizes one team among players of player terminals in the same location area (for example, the location coefficient of FIG. 16) to constitute a server system. Also good.

  According to the third aspect of the present invention, the regionality of the team can be further improved, and the operational effects of the second aspect of the invention can be exhibited more remarkably.

A fourth invention is a server system according to the third invention,
The same-area team organization means may constitute a server system that organizes the teams that compete against each other so that the locations of the player terminals of the teams that compete are in different locations.

  According to the fourth aspect of the present invention, the own team and the opposing team are configured by players who are located in different location areas, so that it has an aspect of a regional competition game and becomes more heated game play. I can expect that.

A fifth invention is a server system according to any one of the first to fourth inventions,
A reception time storage means (for example, reception time 142d in FIG. 8) for storing the reception time of each player terminal received by the request reception means;
The team organizing means includes reception elapsed time priority organizing means (for example, FIG. 17) for organizing a team by giving priority to a player terminal having an older reception time stored in the reception time storage means.
A server system may be configured.

  When various conditions are added to the team formation of each other to compete, in order to make the team formation satisfying the conditions, participation of more players is required, and the time required for team formation may be prolonged. A specific example will be described. For example, when there are a large number of unmatched players, there are many possible combinations of team candidates that can be organized according to the number. Here, a method of matching so as to form as many teams as possible can be considered. However, in this case, a player who does not easily meet the team formation condition is likely to be excluded from the matching target, resulting in the result that the player is not easily matched. According to the fifth aspect, since a player terminal having a long elapsed time since the matching request is received is given priority, such a problem can be solved.

A sixth invention is the server system of any one of the first to fifth inventions,
The request accepting means has level distribution desire accepting means (for example, team type RW3 in FIG. 9) for accepting hope of the level distribution of the play level values of the teammate players belonging to the team.
The team organization means includes desired level distribution reference organization means for organizing a team so as to satisfy a desired level distribution received by the level distribution desire reception means of each player belonging to the same team.
A server system may be configured.

  According to the sixth aspect of the present invention, it is possible to desire a level distribution of players belonging to teams to be organized, such as teams composed of players at the same level or teams composed of players at different levels.

A seventh invention is the server system of any one of the first to sixth inventions,
The request receiving means includes an in-team relative level request receiving means (for example, a position RW4 in FIG. 9) for receiving a request for a relative level with other teammates in the team on the play level value.
The team organization means includes desired relative level reference organization means for organizing a team so as to satisfy a desired relative level received by the in-team relative level fabric request acceptance means of each player belonging to the same team.
A server system may be configured.

  According to the seventh aspect of the invention, for example, it is possible to make a desire for the player to reach the highest level within the team, or to achieve an average level within the team.

An eighth invention is a server system for a battle network game that is communicably connected to a plurality of player terminals and forms a battle team composed of players.
Play level value storage means (for example, storage unit 130 in FIG. 4; player management DB 141; FIG. 7) for storing a play level value for each player that is varied according to the game result;
Candidate calculating means for calculating a team candidate consisting of a combination of the players (for example, team organization processing unit 126 in FIG. 4; step C1 in FIG. 12);
Team level value calculating means (for example, step C5 in FIG. 12) for calculating the play level value of each of the calculated team candidates.
A battle team determination unit (for example, step F3 in FIG. 19) for determining a team candidate that matches a team candidate whose play level value calculated by the team level value calculation unit satisfies a predetermined same condition;
Is a server system.

According to another aspect of the present invention, there is provided a program for organizing each battle team composed of players in a server system for a battle network game that is communicatively connected to a plurality of player terminals.
Play level value storage means for storing a play level value for each player, which is variable according to the game result;
Candidate calculation means for calculating a team candidate consisting of a combination of the players,
A team level value calculating means for calculating a play level value for each of the calculated team candidates,
A battle team determination unit that determines a team candidate that matches a team candidate whose play level value calculated by the team level value calculation unit satisfies a predetermined equivalent condition;
It is good also as comprising the program for functioning the said server system.

  According to the eighth invention and the like, among the team candidates, team candidates that satisfy the same level of play level values of the entire teams of the opposing teams are determined as the opposing teams. Therefore, the level between the teams that compete is antagonized, and a heated competition can be expected.

The ninth invention is the server system of the eighth invention,
Priority index calculating means (for example, step E5 in FIG. 15) for calculating a priority index for each of the calculated team candidates,
The battle team determination means includes priority determination means (for example, step E9 in FIG. 15; step F5 in FIG. 19) that prioritizes the calculated team candidate with a high priority index as a battle team.
A server system may be configured.

  According to the ninth aspect, the priority index of each team candidate is calculated, and the team candidate with the calculated high priority index is preferentially determined as the battle team. Among a large number of team candidates, those that should be preferentially the fighting team and those that have a low priority are mixed, and a priority index serving as a determination scale is calculated.

The tenth invention is the server system of the ninth invention,
The battle network game is a game that allows communication between player terminals of the same team by a predetermined communication method during the game,
It further includes location storage means for storing location information of each of the player terminals (for example, storage unit 130 in FIG. 4; terminal installation location information 148 in FIG. 5),
The priority index calculation means refers to the storage contents of the location storage means, and the teams that do not satisfy the regional condition are given the priority indices of team candidates composed of players of the player terminals that satisfy the predetermined same regional condition. Calculate higher than the candidate (eg, FIG. 16)
A server system may be configured.

  According to the tenth aspect, since the priority index of the team candidate composed of the players of the player terminals satisfying the same region condition is calculated higher than the team candidate not satisfying the same region condition, the team satisfying the same region condition is calculated. Candidates are given priority to the team. It can be said that players who satisfy the same regional condition are likely to have a sense of familiarity in the region, and therefore, it is considered that the team is easy to increase cohesion. Specifically, for example, in the mutual communication, if the local language is the same, it can be understood that they are people in the same region, and mutual affinity is enhanced. This is an effective means in a network game in which unknown players form a team.

  The best mode for carrying out the present invention will be described below with reference to the drawings. In the following, a mode in which the present invention is applied to a network battle type gun shooting game in which a plurality of players share and enjoy the same game space at the same time will be described. However, an embodiment to which the present invention can be applied is described below. It is not limited to.

  As a configuration of a game system for realizing a network game, for example, (A) a personal computer or a home game machine is used as a player terminal, and the game server is connected to a game server via a wired / wireless communication line such as the Internet network or a dedicated network. (B) a configuration in which a plurality of player terminals are connected via a communication line without using a game server, and (C) a plurality of player terminals are connected via a communication line. There is a configuration in which one unit has a game server function, and (D) a configuration in which a plurality of player terminals are physically coupled to form a single system (for example, an arcade game machine) as a whole. Although the present invention can be applied to any system configuration, a game system having the configuration (A) will be described below as an example. Specifically, the game system of the present embodiment is a nationwide system in which game centers and amusement facilities in various places are connected by communication lines, and the server system composed of a management server and a game server is a game provider side. Installed and configured.

1. System Overview FIG. 1 shows an example of the installation status of player terminals 20 installed in one area of a store. As shown in the figure, a plurality of player terminals 20 having a keyboard, a mouse, a display, and a main body are arranged and installed in the area, and a player (player) operates the player terminal 20 to operate a gun. Enjoy shooting games.

  FIG. 2 is a diagram showing a schematic configuration of the game system 5. As shown in the figure, in the game system 5, a plurality of player terminals 20 are connected via a network N such as a LAN or WAN via a communication line such as a wireless communication line, a dedicated line, a twisted pair cable, or an optical communication cable. Connected to the server system 1.

  The server system 1 includes one or a plurality of server computers. The server system 1 mainly includes player information management processing, team formation processing for player matching, and game progress control processing for controlling the progress of a battle network game. These three processes are executed concurrently. The player information management process includes a process for inputting desired conditions for a team battle, in addition to new player registration and login authentication.

  The team formation process is a process related to matching for forming respective teams to compete by combining players who have been authenticated for login. The game progress control process is a process for controlling the progress of the battle game between teams organized by the team organization process. Further, based on the result of the battle game, the game play of the player who participated in the game is evaluated, and the play level value is changed. This embodiment is particularly characterized by team formation processing.

  The player terminal 20 is realized by a computer system. The player terminal 20 accesses the server system 1 to log in to the game system 5 and appropriately executes a game program for a client of a network game. Game data relating to game play of the game is acquired, and a game image is generated and displayed based on the acquired game data.

  The player terminals 20 are installed in amusement facilities in various places. For example, as shown in FIG. 2, the player terminals 20 are installed on the first floor and the second floor of the Shinjuku store in Tokyo and the first floor of the Sakae store in Nagoya. Locations such as areas, stores, floors, etc. where each player terminal 20 is installed are registered in the server system 1. FIG. 5 is a diagram showing a configuration example of terminal installation location information 148 indicating the correspondence between the terminal ID of each player terminal 20 and the installation location where the player terminal 20 is installed. As shown in the figure, the installation locations are the largest areas (Tokyo, Osaka, Nagoya, etc.), medium-sized stores (Shinjuku store, Shibuya store, etc.), and the smallest area. There is a three-stage area with the floor (1st floor, 2nd floor, etc.).

2. Game Overview The battle network game of the present embodiment is a first person gun shooting game, and one player is formed by three players, and the player teams battle each other. Each player operates one soldier character equipped with a gun. When a soldier character is shot and dies, the player is removed from the game on the spot. Although the damage varies depending on the part of the shot, for example, if a forehead is shot, it is determined that the shot is dead. Therefore, the game has a sense of tension and tension.

  In addition, the game according to the present embodiment is a game in which the team is divided into two teams, an attacking side and a defending side. Winning or losing will be the victory of the attacking team if the attacker installs a time bomb at a predetermined bomb installation position within a predetermined time and allows it to be blown up, preventing the explosion within the specified time. If it is possible, the defending team wins. In addition, even after the attacking side installs the time bomb, the defending side can release the bomb if it is before the blasting operation. For this reason, when the installed time bomb is released, the attacker needs to install the time bomb again in order to win.

  However, since soldier characters who have been shot and determined to be dead are removed from the game, the number of soldier characters participating in the battle is decreasing. Therefore, the strategy of how to attack and how to defend as an attacking / defending team is important, and teamwork is an important factor in deciding victory or defeat. Each player can enjoy an exciting game full of tension as if they were fighting on the battlefield.

  FIG. 3A is a diagram showing a map of the game space, and is a schematic view of the entire game space as seen from above. FIG. 3B shows an example of the game screen of FIG. 3A, in which an image of the game space viewed from the viewpoint (first person viewpoint) of the soldier character AC1 is displayed.

  In FIG. 3, the game space is one closed space, and a plurality of containers CT1 to CT5, characters AC1 to AC3 that are attacking soldier characters, and characters DC1 to DC3 that are defending soldier characters are arranged. ing. The soldier characters AC1 to AC3 and DC1 to DC3 are operated at the player terminals 20 by individual players. In addition, a bomb installation position BSP is set and specified in advance in the game space, and if the attacker can install a bomb within the stipulated time and blast it in the stipulated time, the attack side wins and the specified time is reached. If it cannot be blown in, the defender wins.

  The characters AC1 to AC3 and DC1 to DC3 are respectively arranged at predetermined positions (for example, ST1 and ST2 in FIG. 3A) at the start of the game. As the game starts, the characters AC1 to AC3 and DC1 to DC3 are moved to given positions in accordance with player operations.

  FIG. 3B is a game screen displayed on the player terminal of the player who operates the soldier character AC1. On the player terminal 20 of another player, an image of the game space viewed from the viewpoint of the soldier character operated by the player is displayed. That is, on any player terminal, only an image of the game space viewed from the viewpoint of the soldier character is displayed. Therefore, the game progresses while sharing the same game space, but for one player, the state of the game space can be heard only from the viewpoint of the soldier character operated by the one player. That is, there is no choice but to guess how the game space is seen by other soldier characters and whether the soldier character is seen by other soldier characters. For this reason, a battle closer to the actual battle is simulated.

  In addition, as shown in the game screen of FIG. 3B, a chat window CHW is displayed in the game screen of each player, as if wireless communication on the battlefield is performed with other players of the same team. You can communicate with each other by chat. However, if it is determined to be dead, it becomes impossible to chat with a player terminal that operates the soldier character determined to be dead. In this respect, a battle closer to actual battle is simulated.

  In the present embodiment, the chat is described as being performed using characters. However, the chat need not be performed using characters, and the players may actually communicate with each other by voice conversation using a headset or the like.

3. Functional Configuration Next, a functional configuration of the server system 1 in the present embodiment will be described. FIG. 4 is a block diagram illustrating an example of a functional configuration of the server system 1. As shown in FIG. 4, the server system includes an operation unit 110, a processing unit 120, a storage unit 130, a display unit 150, a communication unit 160, and the like, and performs data communication with the player terminal 20, The above-described player information management process, team formation process for player matching, game progress control process for controlling the progress of the battle network game, and the like are executed.

  The operation unit 110 receives an operation instruction from an administrator of the server system 1 and outputs an operation signal corresponding to the operation to the processing unit 120. This function is realized by, for example, a button, an operation stick, a dial, a mouse, a keyboard, various sensors, and the like.

  The processing unit 120 performs various arithmetic processes such as control of the entire server system 1, game progress, and image generation. This function is realized by, for example, an arithmetic device such as a CPU (CISC type, RISC type), ASIC (gate array, etc.) or a control program thereof.

  The processing unit 120 includes a player management unit 124, a team organization processing unit 126, and a game progress control unit 128 as main functional units.

  The player management unit 124 executes player management processing according to the player management program 138. FIG. 6 is a flowchart showing the flow of the player management process. The player management unit 124 monitors whether or not there is a new registration request as a player from the player terminal 20 (step A1). If there is a new registration request (step A1: YES), a new registration process is performed. New player data relating to the player is created and registered in the player management DB 141 (step A3). The new registration process is a process for newly registering a player and is the same as a conventionally known process. FIG. 7 shows a configuration example of the player management DB 141. As shown in FIG. 7, the player management DB 141 is composed of player data 141-1, 141-2,... For each player, and each player data includes a player name 141a, a player ID 141b, a player authentication password 141c, Level values 141d... Indicating the play level of the player are recorded. Although not shown, the identification information of the character used by the player, the game money acquired in the game, a flag indicating whether or not the player is currently logged in, and if the player is logged in, the player currently playing The terminal ID of the terminal is also recorded in the player management DB 141.

  Further, the player management unit 124 monitors whether or not there is a login request from the player terminal 20 (step A5). If there is a login request (step A5: YES), the player authentication process is performed to identify the player (step A7). The authentication process is a process of collating the player name 141a registered in the player management DB 141 with the player ID 141b and the password 141c, and is the same as a conventionally known process. As a result of authentication, if it is confirmed that the player is a registered regular player (step A9: YES), the player management DB 141 indicates that the player has logged in and the terminal ID of the player terminal 20 to which the player has logged in. To wait for a processing request from the player terminal 20.

  Next, the player management unit 124 determines whether or not a desired game start signal is transmitted from the player terminal 20 of the authenticated player (step A11). When a signal for requesting other processing is received from the player terminal 20 instead of the desired signal for starting the battle game (step A11: NO), processing corresponding to the signal is executed (step A17).

  On the other hand, when the desired signal for starting the battle game is received from the player terminal 20 (step A11: YES), the player management unit 124 associates the terminal ID of the player terminal 20 that transmitted the signal with the player. New reception data is created and registered in the matching reception information 142 (step A13). Then, a desired condition input process for inputting desired conditions related to team formation is performed (step A15), and the desired conditions of the player who desires to start the battle game are also registered in the matching reception information 142.

  FIG. 8 is a diagram illustrating a configuration example of the matching reception information 142. The matching reception information 142 includes reception data 142-1, 142-2,... For each player who has received a request to start a battle game. In each reception data, a player name 142a, a player ID 142b, a level value 142c, a reception time 142d, a desired condition 142h, a terminal ID 142p, and a terminal installation location 142q are recorded in association with each other.

  The desired condition input process is a process for asking a player who has received a request to start a competitive game about a desired team to be organized. Specifically, this is a process in which the player management unit 124 transmits a desired inquiry signal to display a desired condition input screen on the player terminal 20 and inquires about the desired condition. FIG. 9 shows an example of a desired condition input screen displayed on the player terminal 20.

  In FIG. 9, on the desired condition input screen RW, radio buttons RB1B and RB2B for inputting presence / absence of desired and an input field for inputting a team type RW3, a position RW4, and a desired condition cancellation time limit RW5 as detailed requests are arranged. ing. The team type is a distribution of play level values of players belonging to a team, and is an organizational structure of the play level values. Specifically, there are an average type, a series type, and a pyramid type. One team is composed of three players. In the “average type”, the level value of each player is within a predetermined uniform range (for example, the difference between the maximum and minimum level values is 1.0 or less). “Serial type” is a team type in which the level values of the three players are divided into high, medium and low, and the difference between the respective level values is not within a predetermined uniform range. Yes, “Pyramid” means that the level values of two players are within a predetermined uniform range, but the level of the remaining one player is not within the uniform range but more than each of the two players within the uniform range. Team type for high level values.

  The position indicates the position of the player in the team, and specifically indicates the position of the level value of the player in the team. The “average” team type has only “equivalent” status, and the “in-line” team type has three statuses: “top”, “middle”, and “bottom”. The “type” team type has two positions: “top” and “bottom”.

  FIG. 10 shows a configuration of options that can be input to the team type RW3 and the position RW4. As described above, when the team type is selected, the types of positions that can be selected are determined. However, if there is no hope regarding the status, “no hope” can be selected. Specifically, the team type “Pyramid” is desired, but if it is a “Pyramid” team, either “Top” or “Bottom” can be used. For the position, “no hope” may be selected.

  The desired condition cancellation time period is the time from when a matching request is received until the desired condition is canceled. The server system 1 attempts to form a team that matches the desired conditions. However, depending on the number of players that have received a matching request and the desired conditions of each player, a matching that satisfies the conditions is established after the matching request is received. It may take a long time. If the player wants to execute the battle game as soon as possible without satisfying the desired condition, the player may input a short time (for example, 1 minute) as the desired condition cancellation time period, or may wait for a long time. If a match by a team that satisfies the conditions is desired, a long time (for example, 120 minutes) may be input as the desired condition cancellation time limit. The desired condition cancellation time limit can be said to be the time that can be waited until a team that satisfies the desired condition is formed.

  Returning to FIG. The team formation processing unit 126 executes the team formation processing according to the team formation processing program 131, and during execution, as a subroutine process, the team candidate addition update processing according to the team candidate addition update program 132 and the cancellation time elapsed time processing program The cancellation time elapse processing according to 133, the priority index calculation processing according to the priority index calculation processing program 134, and the battle team selection processing according to the battle team selection processing program 135 are executed.

  The operation of each process will be described in detail. FIG. 11 is a flowchart showing the flow of team formation processing. The team formation processing unit 126 monitors whether or not a new match request signal has been received and a matching request has been received by the player management unit 124 (step B1), and a new matching request has been received. If there is any (step B1: YES), the team candidate addition / update process program 132 is read and the team candidate addition / update process is executed (step B3).

  FIG. 12 is a flowchart showing the flow of the team candidate addition / update process. In the team candidate addition / update process, the team organization processing unit 126 first calculates all combinations of team candidates including a new player that has received a matching request (step C1). For example, if the players A, B, and C are registered in the matching reception information 142 and have already received a matching request, and if a new matching request for the player D is received, this new player D is included. Three team candidates (A, B, D), (A, C, D), and (B, C, D), which are team candidates, are calculated.

  Next, the process of loop A is executed for each calculated team candidate (steps C3 to C21). Hereinafter, in the loop A, the team candidate to be processed will be referred to as the team candidate.

  The team organization processing unit 126 calculates the average value of the level values 142c of the players as the level average value based on the reception data of the players belonging to the team candidates (Step C5). Further, the team type is determined based on the distribution of level values of each player (step C7). Whether the team type is judged as one of the three types of “average type”, “series type”, or “pyramid type”, depending on whether or not the difference in level value of each player is within a predetermined uniform range. Determine. If none of the three types is applicable, the team type is “None”.

  Further, the team location of the team candidate is determined based on the terminal installation location 142q of the terminal operated by the player of the team candidate (step C9). Specifically, the team location is determined as follows. That is, as described with reference to FIG. 5, the terminal installation location is roughly divided into three stages. As this installation location, the terminal installation location 142q of the three players belonging to the team candidate is used. The common area (however, starting from the wide area) is determined as the team location. For example, the terminal installation location 142q of the player A is “Tokyo” “Shinjuku store” “1F”, the terminal installation location 142q of the player B is “Tokyo” “Shinjuku store” “2F”, and the terminal installation location of the player D If 142q is “Tokyo”, “Shinjuku store”, “2F”, the region “Tokyo” and the store “Shinjuku store” are common to the three players. Accordingly, the team locations in this case are “Tokyo” and “Shinjuku store”.

  Further, for example, the terminal installation location 142q of the player A is “Tokyo”, “Shinjuku store” “1F”, the terminal installation location 142q of the player B is “Tokyo”, “Shibuya store” “1F”, and the terminal of the player D If the installation location 142q is “Tokyo”, “Shinjuku store”, “1F”, the floor “1F” is common, but the stores are different. Therefore, assuming that only the large area “Tokyo” is common to the three players, the team location in this case is “Tokyo”. If even the region is not common to the three players, the team location is “none”.

  Next, the team organization processing unit 126 determines the oldest reception time (step C11). The oldest reception time is the oldest reception time among the reception times 142d of each player belonging to the candidate team.

  Next, the team organization processing unit 126 registers the information on the team candidate in the team candidate information 144 by assigning an ID to the team candidate (step C13). FIG. 13 is a diagram illustrating an example of the configuration of the team candidate information 144. The team candidate information 144 is information in which information for each team candidate is collectively registered. As the same data as the reception data of the players belonging to the team candidate, the player name 144a, the player ID 144b, the level value 144c, the reception time 144d, desired condition team type 144e, desired condition status 144f, desired condition release time period 144g, terminal ID 144p, terminal installation location 144q are registered, and level average value 144v determined in step C5 and step C7 The team type 144w determined in Step 1, the team location 144s determined in Step C9, the oldest reception time 144u determined in Step C11, and the longest elapsed time calculated in the cancellation time elapse processing and priority index calculation processing Time 144t, and also for priority index calculation processing A priority index 144x, which is calculated have is registered.

  Note that at the time of step C13, since the longest elapsed time 144t and the priority index 144x have not been calculated, these values are not registered.

  After registering the team candidate information, the team organization processing unit 126 determines whether or not the team candidate satisfies the desired conditions of all players belonging to the team candidate (step C15). Specifically, for example, in the case of a team candidate consisting of players A, B, and D, it is determined whether or not the team satisfies the team type 144e and the position 144f, which are the desired conditions of the players A, B, and D, respectively. To do.

  If it is determined that the desired conditions of all the players are not satisfied (step C15: NO), the team organization processing unit 126 registers the team candidate in the candidate waiting list 146 (step C15). On the other hand, if it is determined that the desired conditions of all players are satisfied (step C5: YES), the team candidate is registered in the candidate list 145 (step C17).

  When the processes in steps C5 to C19 are performed on all team candidates calculated in step C1, the team candidate addition / update process is terminated (step C21).

  Returning to FIG. 11, after the team candidate addition / update process, the team organization processing unit 126 reads the cancellation time elapsed processing program 133 and executes the cancellation time elapsed processing (step B5).

  FIG. 14 is a flowchart showing the flow of processing when the release time has elapsed. In the cancellation time elapse process, the team organization processing unit 126 performs the process of loop B for each team candidate registered in the candidate waiting list 146 (steps D1 to D9). Hereinafter, in the loop B, the team candidate to be processed will be referred to as the team candidate.

  First, the team organization processing unit 126 calculates the longest elapsed time 144t of the team candidate (step D3) and updates the team candidate information 144. The longest elapsed time is the elapsed time from the oldest reception time 144u of the team candidate to the present.

  Next, by determining whether or not the calculated longest elapsed time 144t is equal to or greater than the release time limit 144g of the desired condition for all players of the team candidate, it is determined whether or not the release time limit 144g of all players has elapsed. Determine (step D5). If it is determined that the release time limit 144g of all players has passed (step D5: YES), the team candidate is deleted from the candidate waiting list 146 and registered in the candidate list 145 (step D7). On the other hand, if it is determined that it has not elapsed (step D5: NO), it remains registered in the candidate waiting list 146.

  When the processes in steps D3 to D7 are performed for all team candidates registered in the candidate waiting list 146, the process when the cancellation time has elapsed is terminated (step D9).

  Returning to FIG. 11, after the cancellation time elapse processing, the team organization processing unit 126 reads the priority index calculation processing program 134 and executes the priority index calculation processing (step B7).

  FIG. 15 is a flowchart showing the flow of the priority index calculation process. In the priority index calculation process, first, the team organization processing unit 126 performs the process of loop C for each team candidate registered in the candidate list 145 (steps E1 to E7). Hereinafter, the team candidate to be processed in the loop C will be referred to as the team candidate.

  First, the team organization processing unit 126 calculates the longest elapsed time 144t of the team candidate (step E3) and updates the team candidate information 144.

Next, the priority index 144x of the team candidate is calculated (step E5). Here, the priority index is obtained from the following equation (1).
Priority index = location coefficient x elapsed time coefficient x satisfaction degree coefficient (1)

  The location coefficient is a coefficient based on the team location, and a larger coefficient is set as the team location of the candidate team is smaller. FIG. 16 shows an example of the correspondence relationship between the terminal installation location of each player belonging to the team candidate and the location coefficient. In FIG. 16, when the terminal installation locations of each player belonging to the team candidate are the same in all of “region”, “store”, and “floor”, each player is within the narrowest area. The location determination level is determined to be the highest level “A”, and the highest value of “2.0” is set as the location coefficient. For example, the team location 144s is registered as “Tokyo”, “Shinjuku store”, or “1F”. When only “area” is the same and “store” and “floor” are different, a value of “0.5” is set as the location coefficient. For example, the case where the team location 144s is registered as “Tokyo” corresponds to this case.

  Therefore, the priority index increases as players belonging to the team candidate are located within a narrower area.

  The elapsed time coefficient is a coefficient corresponding to the value of the longest elapsed time 144t. FIG. 17 shows a graph showing the correspondence between the longest elapsed time 144t and the elapsed time coefficient. The elapsed time coefficient is “1.0” until the longest elapsed time 144t is “10 minutes”, and exceeds “10 minutes” until “30 minutes”, depending on the elapsed time toward the elapsed time coefficient “2.0”. The elapsed time coefficient increases proportionally, and when “30 minutes” is exceeded, the increase rate of the elapsed time coefficient becomes steep, and at “50 minutes”, the elapsed time coefficient becomes “5.0”.

  Accordingly, a team candidate having a longest elapsed time has a higher matching index and a higher priority index.

  The satisfaction degree coefficient is a coefficient indicating how much the desired condition of each player belonging to the team candidate is satisfied. The greater the number of players that satisfy the desired condition, the larger the coefficient. FIG. 18 shows an example of the correspondence between the number of players that satisfy the desired condition and the satisfaction degree coefficient. For example, “10” is set as the satisfaction degree coefficient when the desired conditions of all players belonging to the team candidate are satisfied, and the satisfaction degree coefficient is set when the desired conditions of all three players are not satisfied. “0.5” is set.

  Accordingly, the priority index becomes higher as the team candidate has more players satisfying the desired condition.

  Note that team candidates that do not satisfy the desired conditions of all the players they belong to are registered in the candidate list 145 because the release time limit of the desired conditions of all the players to which they belong has passed in the cancellation time elapse processing (see FIG. 14). This is because the team candidates are registered in the candidate list 145 as “matching time-out”.

  After calculating the location coefficient, elapsed time coefficient, and satisfaction degree coefficient of the candidate team, the team organization processing unit 126 calculates the priority index 144x based on the equation (1) and updates the team candidate information 144 ( Step E5).

When the processes in steps E3 to E5 are performed for all team candidates registered in the candidate list 145, the team organization processing unit 126 calculates the registration order of the team candidates registered in the candidate list 145 in step E5. A process of sorting in the order of the priority index is performed (step E9). As a result, the candidate list 145 is registered in order from the team candidate with the highest priority index.
This completes the priority index calculation process.

  Returning to FIG. 11, after the priority index calculation process, the team organization processing unit 126 reads the battle team selection process program 135 and executes the battle team selection process (step B9).

  FIG. 19 is a flowchart showing the flow of the battle team selection process. In the competitive team selection process, the team organization processing unit 126 first selects the team candidate with the highest priority index 144x from the team candidates registered in the candidate list 145 and sets it as the first team (step S1). F1).

  Next, a team candidate whose level average value 144v is comparable to that of the first team and whose player is completely different from the first team is extracted from the candidate list 145 (step F3).

  When the team candidate can be extracted (step F3: present), the team candidate having the highest priority index 144x is selected as the second team among the extracted team candidates (step F5). Then, it is determined to play a battle between the first team and the second team (step F7).

  Then, a battle team determination notification is sent to the player terminals 20 of the players belonging to the first team and the second team (step F8). FIG. 20 is an example of a screen displayed on the player terminal by the battle team determination notification. If it is the first team, the player name and level value of each player belonging to the first team, the team location of the first team, and the team type of the first team are read from the team candidate information 144 and notified. Is done. In addition, the team location of the second team which is the opponent team is notified.

  Next, the team organization processing unit 126 deletes the team candidate including at least one player belonging to each of the first team and the second team from the candidate list 145, the candidate waiting list 146, and the matching reception information 142 (Step F9). ), The fact that the battle game between the first team and the second team is performed, and the respective team candidate information are registered in the battle team information 149 (step F10).

  After the process of step F9 or when no team candidate is extracted in step F3 (step F3: none), a candidate with a team whose priority index 144x is the next higher than the priority index of the first team is a candidate. If it exists in the list 145 (step F11: YES), the team candidate is set as the first team (step F13), and the processes of steps F3 to F11 are repeated. On the other hand, if the team candidate with the next highest priority index of the first team is not registered in the candidate list 145 (step F11: NO), it is determined that the processing of steps F3 to F11 has been performed for all team candidates. To finish the team selection process.

  Returning to FIG. 11, after performing the battle team selection process, the team organization unit 126 shifts the process to step B <b> 1 and repeatedly executes the processes of steps B <b> 1 to B <b> 9.

  Returning to FIG. The game progress control unit 128 is a functional unit that controls the progress of the battle network game in accordance with the game progress control program 139, and based on the battle team information 149, it is determined to play in the battle team selection process of the team formation processing unit 126. A battle between the teams made (step F7 in FIG. 19) is performed. Specifically, communication between the player terminals 20 of players belonging to each team determined in the battle team selection process is established, and execution of the battle network game is started. In addition, when the competitive network game is over, the winning / losing is determined, and the play level value registered in the player management DB 141 of each player belonging to each team is changed based on a predetermined standard.

  The display unit 150 is a unit that displays and outputs characters and images, and displays a display screen based on the display signal output from the processing unit 120. This function is realized by hardware such as CRT, LCD, ELD, PDP, and HMD.

  The communication unit 160 connects to a predetermined communication line (wireless communication line, LAN, etc.) and performs data communication with the game terminal 20. This function is realized by a wireless communication module such as a wireless LAN, a modem, TA, a wired communication cable jack, a control circuit, and the like.

  The storage unit 130 stores a system program for realizing various functions for causing the processing unit 120 to control the server system 1 in an integrated manner, a program, data, and the like necessary for executing various processes. Further, it is used as a work area of the processing unit 120, and temporarily stores calculation results executed by the processing unit 120 according to various programs, input data input from the operation unit 110, and the like. This function is realized by, for example, various IC memories, hard disks, CD-ROMs, DVDs, MOs, RAMs, VRAMs, and the like.

  In addition, the storage unit 130 stores a program and data for causing the processing unit 120 to function as the player management unit 124, the team organization processing unit 126, and the game progress control unit 128. Specifically, a player management program 138, a team organization processing program 131, and a game progress control program 139 are stored as programs. The player management DB 141, matching acceptance information 142, team candidate information 144, candidate list 145, candidate waiting list 146, terminal installation location information 148, and battle team information 149 are stored as data.

4). Hardware Configuration Next, an example of a hardware configuration for realizing the server system 1 of the present embodiment will be described with reference to FIG. In the apparatus shown in FIG. 21, a CPU 1000, a ROM 1002, a RAM 1004, an information storage medium 1006, an image generation IC 1010, a sound generation IC 1008, and I / O ports 1012 and 1014 are connected to each other via a system bus 1016 so as to be able to input and output data. An input device 1022 is connected to the I / O port 1012, and a communication device 1024 is connected to the I / O port 1014.

  The CPU 1000 controls the entire apparatus and performs various data processing according to a program stored in the information storage medium 1006, a system program stored in the ROM 1002 (initialization information of the apparatus main body, etc.), a signal input by the input apparatus 1022, and the like. Do.

  The RAM 1004 is a storage unit used as a work area of the CPU 1000, and stores given contents in the information storage medium 1006 and the ROM 1002, the calculation result of the CPU 1000, and the like.

  The information storage medium 1006 stores programs and various data. As the information storage medium, a memory such as a ROM, a hard disk, a CD-ROM, a DVD, a magnetic disk, an optical disk, or the like is used. This information storage medium 1006 corresponds to the storage unit 130 shown in FIG.

  In addition, the image generation IC 1010 and the sound generation IC 1008 provided in this apparatus can appropriately output sound and images.

  The image generation IC 1010 is an integrated circuit that generates pixel information based on information sent from the ROM 1002, the RAM 1004, the information storage medium 1006, and the like according to instructions from the CPU 1000, and the generated display signal is output to the display device 1018. . The display device 1018 is realized by a CRT, LCD, TV, plasma display, projector, or the like, and corresponds to the display unit 150 shown in FIG.

  The sound generation IC 1008 is an integrated circuit that generates sound signals according to information stored in the information storage medium 1006 and the ROM 1002 and sound data stored in the RAM 1004 according to instructions from the CPU 1000. Output from the speaker 1020.

  The input device 1022 is a device for an administrator who uses the server system 1 to input various operations, and its function is realized by hardware such as a keyboard, a mouse, and a touch panel. The input device 1022 corresponds to the operation unit 110 shown in FIG.

  The communication device 1024 exchanges information used inside the device with the outside. The communication device 1024 is connected to other devices via a communication line, and is used to send and receive given information according to a program. The communication device 1024 corresponds to the communication unit 160 illustrated in FIG.

5. Action / Effect As described above, according to the server system 1 of the present embodiment, matching processing is performed so that teams having similar play level values of the entire team face each other. In other words, the teams having the same average play level value of the players will play against each other (step F3 in FIG. 19). Therefore, the level between the teams that compete is antagonized, and a heated competition can be expected.

  In addition, the team is formed in consideration of the terminal installation location of the player terminals of the players belonging to the team. That is, the team is organized so that the common area as the terminal installation location is as narrow as possible. As a result, a team is formed by players who are close to each other in the region, and even if they are unknown players, the cohesion is relatively easy to increase. Specifically, if a team is formed by the same “Tokyo”, “Shinjuku store”, and “1F” players, the players who are unknown to each other, but who are playing the game in the same place are on their side. That is, it becomes easy to increase the binding force. In addition, after the game play is over, there is a high possibility that players will talk to each other and become familiar.

  In addition, the player can set his / her desire for the team to be organized as a condition for matching. Specifically, it is possible to set a desire of “series type”, “pyramid type”, etc. as a team type determined from the distribution of play level values of the players to which the player belongs, and a desire for the position of the team.

  In addition, since it is possible to input a time limit for canceling the desired condition, it is possible to set a limit waiting time that can be waited until a team is formed that satisfies the desired condition.

  In addition, the team candidate including a player with a long elapsed time from the reception time of the matching request has a higher elapsed time coefficient, and thus a higher priority index. As a result, team formation (matching) is preferentially performed as the player has a longer elapsed time since the matching request is received.

6). Modifications An example of a preferred embodiment of the present invention has been described. However, the present invention is not limited to the above-described embodiment, and can be appropriately applied to other embodiments without departing from the spirit of the invention. Hereinafter, modified examples will be described.

6.1. Team Locations of Competing Teams Teams that compete may have different team locations. Specifically, in step F3 of the competitive team selection process of FIG. 19, the team candidates to be extracted are team candidates whose level average value is about the same as that of the first team and whose players are completely different. Team candidates with different team locations may be extracted.

  In this case, since the teams having different team locations face each other, the battle game has a so-called regional competition, and it can be expected to become a more heated game. As shown in the team determination notification screen of FIG. 20, the team location displays not only the team location of the own team but also the team location of the opponent team. For this reason, for example, a battle such as “Shinjuku store” vs. “Shibuya store” or a battle such as “Tokyo” vs. “Osaka” is formed.

6.2. Formation of a team that always has a team location As described with reference to FIG. 16, a team candidate that does not have a team location is only set to the lowest value as a location coefficient. There may be cases. Therefore, in step C1 of the team candidate addition / update process of FIG. 12, a team having a team location is always formed by calculating a combination of team candidates composed of players who share at least the “area” which is the largest area. It is good.

  At this time, as a condition of the team location (same area condition), the player may be allowed to input conditions such as “Tokyo” or “Shinjuku store”, and only teams that satisfy this condition may be organized.

6.3. Desired conditions Only teams that satisfy the desired conditions of all players may be organized. Specifically, an option of “indefinite” may be added to the time that can be input as the cancellation deadline, and the team may wait until a team that satisfies the desired condition is formed.

6.4. System Configuration As the game system 5 of the present embodiment, the system configuration is based on a store and a floor, but the system configuration to which the present invention can be applied is not limited to this. For example, a PC (personal computer) or a home game device installed in each home may be configured as the player terminal 20. In this case, the installation location of each player terminal may be registered in the server system 1 in advance. Instead of areas such as “region”, “store”, and “floor”, areas such as “region”, “prefecture”, and “city” are registered as installation locations.

6.5. Application to Other Games Although the game of the present embodiment has been described as a gun shooting type game, applicable games are not limited to this. For example, the present invention can also be applied to a sports game in which team battles such as baseball and soccer are performed.

The figure which shows an example of the installation condition of a player terminal. The figure which shows schematic structure of a game system. (A) is a figure which shows the map of game space. (B) is a figure showing an example of a game screen. The functional block diagram of a server system. The figure which shows the structural example of terminal installation location information. The flowchart of a player management process. The figure which shows the structural example of player management DB. The figure which shows the structural example of matching reception information. The figure which shows an example of the desired condition input screen displayed on a player terminal. The figure which shows the structure of the choice of a team type and a position. The flowchart of a team organization process. The flowchart of a team candidate addition process. The figure which shows the structural example of team candidate information. The flowchart of the process at the time of cancellation | release time progress. The flowchart of a priority index calculation process. The figure which shows an example of the correspondence of a terminal installation place and a location coefficient. The figure which shows an example of the correspondence of the longest elapsed time and an elapsed time coefficient. The figure which shows an example of the correspondence of the number of players which satisfy desired conditions, and a satisfaction coefficient. The flowchart of a battle team selection process. The figure which shows the battle team determination notification example screen. The figure which shows an example of a hardware constitutions.

Explanation of symbols

5 Game system 1 Server system
110 Operation unit
120 processor
124 Player management unit
126 Team organization processing department
128 Game progress controller
130 storage unit
131 Team formation processing program
138 Player management program
139 Game progress control program
141 Player management DB
142 Matching information
144 Team candidate information
145 candidate list
146 Candidate waiting list
148 Terminal location information
149 Opponent Team Information
150 display
160 Communication unit 20 Player terminal

Claims (13)

  1. A server system for a battle network game that is communicably connected to a plurality of player terminals and forms a battle team composed of players,
    Play level value storage means for storing a play level value for each player which is varied according to the game result;
    Request accepting means for accepting a matching request from the player terminal;
    Based on the stored play level values, among the players accepted by the request accepting means, a team is formed that has a player configuration in which the play level values of the entire teams of the opposing teams satisfy a predetermined equivalent condition. Team organization means,
    Server system with
  2. The battle network game is a game that allows communication between player terminals of the same team by a predetermined communication method during the game,
    Further comprising location storage means for storing location information of each of the player terminals;
    The team organizing means refers to the stored contents of the location storage means, and among the player terminals for which a matching request is accepted by the request accepting means, one of the players of the player terminals satisfying a predetermined same regional condition. Having regional team formation means to form a team,
    The server system according to claim 1.
  3. Hierarchical wide and narrow location areas are predetermined,
    3. The server system according to claim 2, wherein the same-area team organizing unit prioritizes a narrower location area and organizes one team among players of player terminals in the same location area.
  4.   4. The server system according to claim 3, wherein the same-area team organization means organizes teams that compete against each other so that the locations of player terminals of the teams that compete against each other are located in different locations.
  5. A reception time storage means for storing the reception time of each player terminal received by the request reception means;
    The team organizing means includes reception elapsed time priority organizing means for organizing a team by giving priority to a player terminal having an older reception time stored in the reception time storage means.
    The server system as described in any one of Claims 1-4 characterized by the above-mentioned.
  6. The request accepting means includes level distribution desire accepting means for accepting a request for a level distribution of the play level value of a teammate player belonging to an ally team,
    The team organization means includes desired level distribution reference organization means for organizing a team so as to satisfy the desired level distribution received by the level distribution desire reception means of each player belonging to the same team.
    The server system according to any one of claims 1 to 5, wherein:
  7. The request accepting means includes an in-team relative level request accepting means for accepting a request for a relative level with other teammates in the team on the play level value,
    The team organizing means includes desired relative level reference knitting means for organizing a team so as to satisfy a desired relative level received by the in-team relative level fabric request accepting means of each player belonging to the same team.
    The server system according to any one of claims 1 to 6, wherein:
  8. A server system for a battle network game that is communicably connected to a plurality of player terminals and forms a battle team composed of players,
    Play level value storage means for storing a play level value for each player which is varied according to the game result;
    Candidate calculation means for calculating a team candidate consisting of a combination of the players;
    Team level value calculating means for calculating a play level value for each of the calculated team candidates;
    A battle team determination unit that determines a team candidate that matches a team candidate satisfying a predetermined equivalent condition with a play level value calculated by the team level value calculation unit;
    Server system with
  9. A priority index calculating means for calculating a priority index for each of the calculated team candidates;
    The battle team determination means includes priority determination means for giving priority to a team candidate with the calculated high priority index as a battle team.
    The server system according to claim 8.
  10. Further comprising location storage means for storing location information of each of the player terminals;
    The priority index calculation means refers to the storage contents of the location storage means, and determines the priority index of the team candidate composed of players of the player terminals that satisfy the predetermined same area condition, and the team that does not satisfy the same area condition. Calculate higher than the candidate,
    The server system according to claim 9.
  11. A program for organizing each battle team composed of players in a server system for a battle network game connected to a plurality of player terminals,
    Play level value storage means for storing a play level value for each player, which is variable according to the game result;
    Request accepting means for accepting a matching request from the player terminal;
    Based on the stored play level values, among the players accepted by the request accepting means, a team is formed that has a player configuration in which the play level values of the entire teams of the opposing teams satisfy a predetermined equivalent condition. Team organization means,
    A program for causing the server system to function.
  12. A program for organizing each battle team composed of players in a server system for a battle network game that is communicatively connected to a plurality of player terminals,
    Play level value storage means for storing a play level value for each player, which is variable according to the game result;
    Candidate calculation means for calculating a team candidate consisting of a combination of the players,
    A team level value calculating means for calculating a play level value for each of the calculated team candidates,
    A battle team determination unit that determines a team candidate that matches a team candidate whose play level value calculated by the team level value calculation unit satisfies a predetermined equivalent condition;
    A program for causing the server system to function.
  13.   A computer-readable information storage medium storing the program according to claim 11 or 12.
JP2006051692A 2006-02-28 2006-02-28 Server system, program, and information storage medium Active JP4880324B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2006051692A JP4880324B2 (en) 2006-02-28 2006-02-28 Server system, program, and information storage medium

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP2006051692A JP4880324B2 (en) 2006-02-28 2006-02-28 Server system, program, and information storage medium
US11/709,861 US20070202953A1 (en) 2006-02-28 2007-02-23 Server system, team formation method in network game, and information storage medium
CNA2007100799423A CN101030235A (en) 2006-02-28 2007-02-27 Server system, team formation method in network game, and information storage medium

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