Game system
Abstract
Problem to be solved.To provide a game system in which players are combined based on subjective data about players in a game in which a plurality of players participate.
Solution.A game machine G1 is composed of a game control means G70 for controlling a game played together with a game machine G4 operated by a player P1 whose combination is determined by a player P1 operating the game machine and a server S, and a player P1. When the evaluation acquisition means G70 for acquiring the evaluation data which is the evaluation of the player P4 and the evaluation data of the player P1 are acquired, the history evaluation information 42 included in the player information 40 of the player P1 is updated by the information based on the evaluation data. It has a history evaluation update means (G70), and the server S has a combination determination means S30 that determines a combination of game machines G1 ... G4 participating in the game based on the history evaluation information 42. [Selection diagram] Fig. 1
Term
Term ended
Projected expiry passed 25 November 2024, 1.8 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
7 claims: 2 independent, 5 dependent
- 1通信回線を介してデータの送受信が可能なサーバと、複数のゲーム機と、前記複数のゲーム機のそれぞれを操作するプレイヤーを互いに識別するプレイヤー識別情報にそのプレイヤーに関する情報が対応付けられて記憶されたプレイヤー情報記憶手段と、を有し、 前記サーバは、前記プレイヤーに関する情報に基づいて、1つのゲームに参加するゲーム機の組合わせを決定し、その組合わされたゲーム機間で前記ゲームが実行される、ゲームシステムであって、 前記ゲーム機は、 そのゲーム機を操作するプレイヤーと前記サーバによって組合わせが決定された他のプレイヤーが操作するゲーム機と共に行う前記ゲームを制御するゲーム制御手段と、 前記そのゲーム機を操作するプレイヤーによる前記他のプレイヤーについての評価である評価データを取得する評価取得手段と、 そのゲーム機を操作するプレイヤーの評価データを取得すると前記評価データに基づく情報によって前記そのゲーム機を操作するプレイヤーの前記プレイヤー情報に含まれる履歴評価情報を更新する履歴評価更新手段と、を有し、 前記サーバは、 前記履歴評価情報に基づいて、前記1つのゲームに参加するゲーム機の組合せを決定する組合せ決定手段と、を有すること、を特徴とするゲームシステム。
- 2前記ゲーム機は、 前記そのゲーム機を操作するプレイヤーのプレイヤー情報に含まれる履歴評価情報を、前記そのゲーム機を操作するプレイヤーのプレイヤー識別情報に対応付けて前記サーバへ送信する履歴評価通信手段を有し、 前記組合せ決定手段は、 所定の時間内に前記履歴評価通信手段から送信された前記履歴評価情報に基づいて、組合せを決定すること、を特徴とする請求項1に記載のゲームシステム。
- 3前記ゲームは、所定の基準に従ってそのゲーム機を操作するプレイヤーのスキルに関するスキル評価が行われ、そのスキル評価に基づくゲーム成績をそのゲーム機を操作するプレイヤーに提示するゲームであること、を特徴とする請求項1又は2に記載のゲームシステム。
- 4前記ゲーム機は、 前記他のプレイヤーが操作するゲーム機から前記評価データを取得すると、前記他のプレイヤーの前記履歴評価情報に基づいた補正評価を作成する補正評価作成手段を有し、 前記履歴評価更新手段は、前記補正評価および前記評価データを用いた評価データに基づく情報によって、前記そのゲーム機を操作するプレイヤーの履歴評価情報を更新すること、を特徴とする請求項1~3のいずれか1項に記載のゲームシステム。
- 5前記ゲーム機は、 前記評価データを、そのゲーム機を操作するプレイヤーのプレイヤー識別情報と対応付けて前記他のプレイヤーが操作するゲーム機へ送信する評価データ送信手段を有し、 前記補正評価作成手段は、前記他のプレイヤーが操作するゲーム機の前記評価データ送信手段から送信された評価データを取得すると、その評価データを、その評価データに対応付けられた前記他のプレイヤーのプレイヤー識別情報に対応する前記履歴評価情報に基づいた前記補正評価を作成し、 前記履歴評価更新手段は、前記補正評価および前記他のプレイヤーが操作するゲーム機の前記評価データ送信手段から送信された評価データを用いた評価データに基づく情報によって、前記そのゲーム機を操作するプレイヤーの履歴評価情報を更新すること、を特徴とする請求項4に記載のゲームシステム。
- 6前記履歴評価情報は、前記他のプレイヤーが操作するゲーム機の前記評価データ送信手段から送信された評価データを前記補正評価に含まれる補正値によって補正した評価値を有するものであって、前記補正評価は、前記他のプレイヤーのプレイヤー履歴評価情報の評価値の大きさに応じたものである、ことを特徴とする請求項4又は5に記載のゲームシステム。
- 7前記評価取得手段は、前記ゲームに関する特定の嗜好性について、前記組合されたプレイヤーはその嗜好性が強いか否かを段階的に評価する評価文とその評価文に対応する数値とが対応付けられた複数の選択肢を前記操作するプレイヤーに提示し、 そのプレイヤーによって選択された選択肢に対応付けられた数値を前記評価データとして取得する、ことを特徴とする請求項1~6のいずれか1項に記載のゲームシステム。
Independent claims7
47 paragraphs, as filed
The present invention relates to a game system in which a combination of game machines participating in one game is determined by a server.
In a game played between a plurality of game machines connected by a communication line, for example, in the case of a battle game, a game system in which a combination of game machines to be played is determined by a server is well known. Also known is a game system in which a player evaluates the play of another player (see, for example, Patent Document 1).<patcit num="1"><text>Japanese Unexamined Patent Publication No. 2003-281142</text></patcit>
<p> However, in the conventional game system, in order to combine appropriate players for the game, the combination is determined based on the objective data of each player such as the winning percentage based on the past game results, the number of times the game is used, and the profile. Will be done. From such objective data, it can be difficult to determine a player's subjective factors, such as preference for a game, when players with different preferences for a game are combined. , There was a problem that neither player could fully enjoy playing. On the other hand, there is no game system in which the server determines the combination of players based on the subjective data of the players.</p><p> Therefore, an object of the present invention is to provide a game system in which players are combined based on subjective data about players in a game in which a plurality of players participate.</p>
<p> The present invention solves the above-mentioned problems by the following means. Reference numerals in the accompanying drawings are added in parentheses to facilitate understanding of the present invention, but the present invention is not limited to the illustrated form.</p><p> The game system (GS) of the present invention operates a server (S) capable of transmitting and receiving data via a communication line, a plurality of game machines (G1 ... G4), and each of the plurality of game machines. The server has a player information storage means (D) stored in which information (40) about the player is associated with player identification information (41) that identifies players (P1 ... P4) from each other. , A game system in which a combination of game machines participating in one game is determined based on information about the player, and the game is executed between the combined game machines, wherein the game machine (G1) ) Is a game control means (G70) for controlling the game performed together with the player (P1) operating the game machine and the game machine (G4) operated by another player (P4) whose combination is determined by the server. , The evaluation acquisition means (G70) for acquiring the evaluation data which is the evaluation of the other player by the player who operates the game machine, and the evaluation data of the player who operates the game machine are acquired based on the evaluation data. The server has a history evaluation update means (G70) for updating the history evaluation information included in the player information of the player who operates the game machine based on the information, and the server has the history evaluation update means (G70) based on the history evaluation information. The above-mentioned problems are solved by having a combination determining means (S30) for determining a combination of game machines participating in one game.</p><p> According to the game system of the present invention, in each game machine, the evaluation of the combined player by the player corresponding to the game machine is acquired as evaluation data, and the player's evaluation information is updated based on the historical evaluation information. The combination is determined. The evaluation data is the subjective data of each player, and by updating the history evaluation information based on this subjective data, the history evaluation information of a specific player can be evaluated by integrating the subjective data of each player. That is, a player who is always given a low evaluation by another player has a low history evaluation, and a player who is always given a high evaluation has a high history evaluation.</p><p> Therefore, the consensus of the players is reflected in the history evaluation information, and according to the present invention, the combination of players can be determined based on the consensus. As a result, players can be combined based on the subjective data of each player, regardless of objective data such as the outcome of the game. The game executed in the game system of the present invention includes a case where the combined players act as a friend and a case where the combined players are opponents.</p><p> The "information based on the evaluation data" may be the evaluation data itself or the evaluation data may be information processed by other data. Further, the "evaluation data" handled by the history evaluation updating means includes a case where the evaluation data is acquired by the own evaluation acquisition means and a case where the evaluation data is acquired by the evaluation acquisition means of another game machine. .. "Based on the history evaluation information" may be a case where only the history evaluation information is used, or a case where the history evaluation information and other information are used in combination.</p><p> The game machine of the present invention transmits history evaluation information included in player information of a player who operates the game machine to the server in association with player identification information of the player who operates the game machine. Having a communication means (G30), the combination determination means may determine a combination based on the history evaluation information transmitted from the history evaluation communication means within a predetermined time. As a result, the server can determine the combination of players only for the history evaluation information received from the game machine within a predetermined time.</p><p> Further, the game of the present invention is a game in which skill evaluation is performed on the skill of a player who operates the game machine according to a predetermined standard, and the game result based on the skill evaluation is presented to the player who operates the game machine. You may. Skill evaluation indicating a player's game-related skills is performed by objective data in order to emphasize fairness, but according to the game system of the present invention, the subjective data of another player is different from the skill evaluation which is the objective data. The combination of players is determined based on the evaluation data, which is a good evaluation.</p><p> Further, the game machine has a correction evaluation creating means (G70) that creates a correction evaluation based on the history evaluation information of the other player when the evaluation data is acquired from the game machine operated by the other player. Then, the history evaluation updating means may update the history evaluation information of the player who operates the game machine by the information based on the correction evaluation and the evaluation data using the evaluation data.</p><p> As a result, a correction evaluation is created in which the history evaluation information of the player who made the evaluation is added to the acquired evaluation data, and the history evaluation information is updated based on the correction evaluation. Therefore, for example, the handling can be different between the evaluation by the player with the low history evaluation and the evaluation by the player with the high history evaluation. That is, a fairer evaluation can be obtained as a correction evaluation by taking into account the evaluation of the evaluated player himself / herself.</p><p> The game machine has an evaluation data transmission means (G30) for transmitting the evaluation data to a game machine operated by the other player in association with the player identification information of the player who operates the game machine, and the correction When the evaluation creating means receives the evaluation data transmitted from the evaluation data transmitting means of the game machine operated by the other player, the evaluation data is associated with the evaluation data to identify the player of the other player. A correction evaluation based on the history evaluation information corresponding to the information is created, and the history evaluation update means receives the correction evaluation and the evaluation data transmitted from the evaluation data transmission means of the game machine operated by the other player. The history evaluation information of the player who operates the game machine may be updated by the information based on the evaluation data used. As a result, each game machine can collectively process the evaluation data by other players for the player corresponding to itself.</p><p> Further, the history evaluation information has an evaluation value obtained by correcting the evaluation data transmitted from the evaluation data creating means of the game machine operated by the other player by the correction value included in the correction evaluation. The correction evaluation may be based on the magnitude of the evaluation value of the player history information of the other player. As a result, the evaluation by the player with a high history evaluation greatly affects the update of the history evaluation information of the evaluated player, and the evaluation by the player with a low history evaluation does not significantly affect the update of the history evaluation information of the evaluated player. Can be done.</p><p> In addition, the evaluation acquisition means of the present invention has an evaluation statement for stepwise evaluation of whether or not the combined player has a strong preference for a specific preference regarding the game, and a numerical value corresponding to the evaluation statement. A plurality of options associated with and may be presented to the player who operates the operation, and the numerical values associated with the options selected by the player may be acquired as the evaluation data. As a result, it is possible to acquire evaluation data indicating the strength or weakness of another player with respect to a specific preference simply by letting the player select an option.</p>
<p> As described above, according to the present invention, a plurality of players can obtain evaluation data which is an evaluation of another player and determine a combination of players based on the historical evaluation information updated by the evaluation data. In participating games, it is possible to provide a game system in which players are combined based on subjective data about the players.</p>
FIG. 1 is a diagram showing an example of the game system GS of the present invention. In the game system GS, a plurality of game machines G1, G2, G3, G4 and a server machine S are connected to each other via a communication network N so that data can be transmitted and received. The game data storage device D, which stores each data related to the game, is connected to the server machine S. Players P1, P2, P3, and P4 operate each of multiple game machines G1, G2, G3, and G4. Hereinafter, when it is not necessary to distinguish between the game machines G1, G2, G3, G4 and the players P1, P2, P3, P4, they are simply referred to as "game machine G" and "player P".
Further, the relationship between the game machine G and the player P who operates the game machine G is referred to as "player P corresponding to the game machine G" or "game machine G corresponding to the player P". In the game system GS of the present invention, a professional wrestling game is played in which a player P corresponding to each of the two game machines G is combined as an opponent. The communication network N of this embodiment uses a public line such as the Internet, and each game machine and server has a unique IP address, and data is transmitted / received using the IP address.
In addition to performing the matching process described later, the server machine S also transmits / receives data stored in the game data storage device D in response to a request from the game machine G. Figure 2 shows a schematic configuration diagram of the server machine S. The server machine S includes a communication unit S10 that transmits / receives data to / from the game machine G, an input / output unit S20 that inputs / outputs data to / from the game data storage device D, and a control unit S30 that controls each part of the server machine S. Have. The control unit S30 is configured as a computer equipped with the CPU S31 and various peripheral circuits such as RAMS32 and ROMS33 necessary for its operation, and mainly functions as a combination determination means.
The game machine G plays a professional wrestling game with another game machine G combined with the server machine S, and performs the evaluation process described later after the game is completed. A schematic configuration diagram of the game machine G is shown in FIG. The game machine G inserts an operation unit G10 including various levers and buttons operated by the player P, a card reading unit G20 that reads data of cards that the player appropriately uses during game play, and an entry card used at the time of entry. A history evaluation communication means for transmitting and receiving data between the entry card input unit G21, the server machine S and another game machine G, a communication unit G30 as an evaluation data transmission means, and a storage unit for storing various data related to the game. It has a G40, a monitor G50 that presents the progress of the game and various messages to the player, an audio output unit G60 that outputs various sound effects, and a control unit G70 that controls the operation of each unit in the game machine G.
The control unit G70 is configured as a computer equipped with a CPU G71 and various peripheral circuits such as RAMG72 and ROMG73 necessary for its operation, and mainly functions as a game control means, an evaluation acquisition means, and a history evaluation update means. The operation unit G10 is provided with a fall button for designating a fall and a passive button for designating a passive state, which will be described later.
The game data storage device D stores wrestler information 20 which is information about each wrestler and technique information 30 which is information about each technique as data common to the game system GS. As shown in Fig. 4 (a), the wrestler information 20 has a wrestler ID 21 unique to each wrestler, and each value of the wrestler's battle parameters power 22, speed 23, technique 24, tough 25, and life point 26. Are associated with each other. As shown in Fig. 4 (b), the technique information 30 corresponds to the technique ID 31 unique to each technique, and the values of power 32, speed 33, technique 34, and maximum damage degree 35, which are the technique parameters of the technique. It is attached.
Further, the game data storage device D functions as a player information storage means and stores information about the player P. FIG. 5 shows an example of the configuration of the player information 40 stored in the game data storage device D. The player information 40 is associated with a player ID 41 as player identification information unique to the player P and information about the player P. The information about the player P includes the history evaluation information 42 of the player P, the number of participation 43 which is the number of times the player has participated in the game, the winning percentage 44 of the game, the wrestler ID 21, the skill ID 31, and the experience value 45. The experience value 45 is a parameter indicating what percentage of the maximum damage can be given to the opponent when the player P applies the technique ID 31 to the wrestler ID 21.
The experience value 45 can be changed by the player P training the wrestler with the wrestler ID to the skill with the skill ID 31, but the description regarding the training is omitted. The history evaluation information 42 is the history information of the evaluation for the player P, and is the evaluation value in the range of -500 to +500 in this embodiment. The method of obtaining the history evaluation information 42 will be described later.
In this embodiment, the player P possesses several types of wrestler cards R1 ... Rn and skill cards W1 ... Wm as shown in FIG. 6 in advance. Hereinafter, when it is not necessary to distinguish between the wrestler card R1 ... Rn and the technique card W1 ... Wm, they are simply referred to as "wrestler card R" and "technique card W". Player P uses the wrestler card R to specify the wrestler to play against, and uses the technique card W to specify the technique to be applied.
The wrestler ID21 of the wrestler drawn on the card is stored in the wrestler card R. When the card reader G20 of the game machine G reads the wrestler card R, the wrestler information 20 can be used by using the wrestler ID 21 as a key. The technique ID 31 is stored in the technique card W, and the technique information 30 can be used by using the technique ID 31 as a key by causing the card reading unit G20 to read the technique ID 31.
Hereinafter, various processes until the player P actually participates in the professional wrestling game provided by the game system GS and the evaluation is performed will be described. First, the entry process and the matching process performed before the first professional wrestling game is started will be described with reference to FIG. 7 by taking the case of the player P1 who operates the game machine G1 as an example. First, the entry process (step S100) will be described. The player P1 performs a predetermined entry operation on the game machine G1 as an entry process. In this embodiment, the entry card in which the player ID 41 of the player P1 is stored is input from the entry card input unit G21, the wrestler card R of the wrestler who participates in the game, and the skill card W of the technique used in the game are input from the card reader G20. Load it into the machine G1.
In addition, player P selects whether to play a game that emphasizes entertainment or a game that emphasizes victory or defeat. Whether the emphasis is on box office or victory or defeat indicates the player's preference for professional wrestling games. Focusing on box office means focusing on playing a game that emphasizes show as a professional wrestling rather than winning or losing, and focusing on winning or losing means focusing on winning or losing the game. In this embodiment, a case where it is selected to play a box office-oriented game will be described.
The entry card reads the player ID 41 of the player P1, the wrestler card R reads the wrestler ID 21 of the wrestler who participates in the game, and the skill card W reads the skill ID 31 of the skill used in the game into the game machine G1. The game machine G1 transmits the entry information including the read player ID 41, wrestler ID 21 and technique ID 31 to the server machine S.
When the server machine S receives the entry information, the game data storage device D sends the player information 40 associated with the player ID 41 included in the entry information, the wrestler information 20 associated with the wrestler ID 21, and the technique ID 31. The associated technique information 30 is extracted and transmitted to the game machine G1. Hereinafter, the player information 40, the wrestler information 20, and the skill information 30 transmitted from the server machine S to the game machine G in the entry process are collectively referred to as battle data. The game machine G1 stores the received battle data in the storage unit G40. At this time, the player ID 41 of the player P1 is associated with the wrestler information 20 and the skill information 30 included in the received battle data, respectively. Hereinafter, various data associated with the player ID 41 of the player P1 will be referred to as "competition data of the player P1". This completes the entry process.
When the game machine G1 receives the player information 40 of the player P1, it sends a matching request including the history evaluation information 42 of the player information 40 and the player ID 41 of the player P1 to the server machine S (step S110). The server machine S that has received the matching request performs the matching process (step S120). The matching process will be described with reference to the flowchart shown in FIG. The matching process is executed by the control unit S30 of the server machine S. As a result, the control unit S30 functions as a combination determination means.
The matching request transmitted from each game machine G is accepted during the timer count of the entry time of a predetermined length (step S121). The history evaluation information 42 included in the received matching request, the player ID 41, and the IP address indicating the source are associated with each other and stored in, for example, RAMS32. It is determined whether or not the entry time timer has timed up (step S122), and if it has not been typed up, the process returns to step S121 to continue accepting matching requests.
When the time is up, matching is performed (step S123). Specifically, the history evaluation information 42 included in each of the plurality of matching requests received during the entry time is compared, and the players P having the same or close history evaluation information 42 are combined. In this embodiment, the range -500 to +500 that the evaluation value of the history evaluation information 42 can take is divided into 6 stages of evaluation A, B, C, D, E, and F in descending order of the evaluation value, and the rule shown in FIG. According to this, each player P who has made a matching request is matched, that is, combined.
When the matching of each player P is completed, a matching result notification including the IP address of the combined player P as the IP address of the opponent is sent to each player P (step S124). In this embodiment, the case where the player P4 is combined with the player P1 by matching will be described. In this case, a matching result notification including the IP address of the game machine G4 of the player P4 is transmitted to the game machine G1. In the following, player P4 is sometimes referred to as opponent P4.
Returning to FIG. 7, when the game machine G1 receives the matching result notification (step S130), it transmits its own battle data to the IP address of the opponent P4 included in the received matching result notification (step S140). In addition, the battle data of the opponent P4 transmitted from the opponent P4 is received, and the battle data is stored in the storage unit G40 (step S150). After that, proceed to the battle game processing. The same entry processing is performed on the game machine G4 of the opponent P4. The competitive game processing will be described according to the flowchart shown in FIG. Competitive game processing is performed by the control unit G70 of each game machine G. As a result, the control unit G70 functions as a game control means. In this embodiment, the competing game machines are arbitrated by G1 and G4, the game machine G1 becomes the game server, and the game machine G4 becomes the game client to proceed with the battle game. The battle processing of the game machine G1 and the battle processing of the game machine G4 are appropriately synchronized by a conventionally known method.
Unless otherwise specified below, when using each data included in the battle data of player P1 on the game machine G1, the player using the player ID 41 of the player P1 stored in the storage unit G40 of the game machine G1 as a key. When using each data associated with ID41 and using each data included in the opponent data of opponent P4 in the game machine G1, the player ID41 of the opponent P4 stored in the storage unit G40 of the game machine G1. Is used as a key to use each data associated with that player ID 41.
After the start of the battle process, it is determined whether or not the technique designation timing is possible on the game machine G1 and the game machine G4 (S200, S300), and if it is determined that the technique designation timing is reached, the technique is determined. Whether or not it has been specified is determined (S210, S310). If the timer for the technique designation timing is activated appropriately and the timer is being counted, it is determined that the technique designation timing is reached. Further, when the players P1 and P4 read the technique card W by the card reading unit G20 of each game machine G1 and G4, it is determined that the technique has been specified. When a technique is specified by the player P4 on the game machine G4, the technique ID 31 is transmitted to the game machine G1 (step S320). The game machine G1 receives the technique ID 31 transmitted from the game machine G4 (step S220).
Players P1 and P4 can also specify the passive state by pressing the passive button on the operation unit G10 instead of specifying the technique during the technique designation timing. In this case, data indicating the passive state may be transmitted as the technique ID. Hereinafter, the designation of the passive state will be described as one of the skill designations. If no technique is specified during the technique designation timing, the predetermined technique is automatically selected and the technique is specified.
Technique result processing for determining which technique is decided based on each technique information 30 is performed (step S230). The technique result processing will be described later. When the technique result processing is completed, all the parameters used during the battle are transmitted from the game machine G1 to the game machine G4 (step S240), and the game machine G4 receives all the parameters transmitted from the game machine G1 (step S340). .. After sending and receiving all parameters, it is judged whether or not the fall has been established on each game machine G1 and G4 (S250, S340), and if it is determined that the fall has not been established, the battle game continues, that is, the technique is performed again. Returns to the state where can be specified. On the other hand, if it is determined that the fall has been established, if the player P who succeeded in the fall is the player P1, the player P1 is determined to be "win" and the player P4 is determined to be "losing", and the winning / losing result is determined by each game machine. Display on the monitor G50 of G1 and G4 and end the battle game (steps S260, S350).
The technique result processing will be described with reference to the flowchart of FIG. First, each actual damage degree is calculated from the maximum damage degree 35 of each of the technique W1 specified by the player P1 and the technique W2 specified by the opponent P4. The actual damage degree is the damage degree finally given to the opponent in consideration of parameters other than the maximum damage degree 35. In order to calculate the actual damage degree, it is necessary to calculate the basic damage degree and the modified damage degree described later. Since each calculation method is the same for the technique W1 of the player P1 and the technique W2 of the opponent P4, only the case of the technique W1 of the player P1 will be described.
First, the basic damage degree of the technique W1 specified when the player P1 is competing with the wrestler R1 is calculated (step S241). This basic damage level is calculated from the maximum damage level 35 and experience value 45 of technique W1. The maximum damage degree 35 of technique W1 is obtained from the technique information 30 of the battle data of player P1, and the experience value 45 of the technique W1 of wrestler R1 is the wrestler ID21 of wrestler R1 and the technique of technique W1 from the battle data of player P1. Obtained from player information 40 using ID31 as a key. For example, if the maximum damage level of technique W1 is 100 and the experience value 45 is 99, the basic damage level is calculated as 100 x 99% = 99.
Next, the modified damage rate is calculated (step S242). With this modified damage rate, you can modify the basic damage level by taking into account the situation where the technique W1 is applied. The modified damage rate in this embodiment is calculated using the situation multiplier and the experience value of 45. For the situation magnification, a magnification according to the situation when the technique W1 is applied is selected. For example, 150% during a rush, 70% if the opponent P4 wrestler is passive, and 105% if the opponent P4 wrestler is passive during the rush. In other cases, it is 100%. The "rush state" means a state in which the parameter "spirit" indicating a change in the wrestler's fighting spirit during the game is the maximum value. Changes in "spirit" can be determined based on wrestler information and other parameters.
The modified damage rate of this form is obtained by ((Situation multiplier / 2) x Experience value / 300+ (Situation multiplier / 2)). If the situation multiplier is 100%, the modified damage rate of this form is 66.5%. Next, the actual damage level is calculated (step S243). The actual damage degree is calculated based on the calculated modified damage rate and the basic damage degree. In this form, it is obtained by (basic damage degree x modified damage rate / 100 x 20) / opponent's tough value). The value of tough 25 of the opponent P4 can be obtained from the wrestler information 20 by using the wrestler ID of the wrestler of the opponent P4 as a key. In this form, the tough 25 of this opponent P4 is 33. In this case, the actual damage level is 99 x 66.5 / 100 x 20/33 = 39.9.
As mentioned above, in this form, the damage that can be finally given to the opponent by specifying the technique W is comprehensively considering the situation when the technique is specified and parameters such as tough 25 of the opponent P4. It is judged and decided. After the actual damage levels of each of the techniques W1 and W2 are calculated, it is determined which technique is decided (step S244). In this embodiment, it is determined that the technique W with the larger actual damage degree calculated is determined. Therefore, if the actual damage level of technique W1 is 39.9 and the actual damage level of technique W2 is 30, it is determined that the technique W1 of player P1 has been decided.
Next, update the life point 26 of the wrestler of the opponent P4 whose skill has been decided (step S245). Specifically, the value obtained by subtracting the actual damage degree calculated for the technique W1 from the life point 26 of the opponent P4 is set as the updated life point 26. Next, it is determined whether or not the player P1 who has decided the technique has designated the fall (step S246). If the player P1 who decides the technique presses the fall button of the operation unit G10 of the game machine G1 during the technique designation timing, it is determined that the fall has been specified. In addition, "fall" means aiming to take 3 counts.
If a fall is specified, a fall process is performed to determine whether or not the fall has been established (step S247). The establishment of the fall is judged as follows. First, a random value is calculated, and if the wrestler's updated life point 26-random value <0, the wrestler who has been determined to fall is a fall success, otherwise it is a failure. For example, prepare a parameter related to the fall and set it to 1 when the fall is successful and 0 when the fall is unsuccessful. This makes it possible to determine whether the fall was successful or not depending on whether the parameter related to the fall is 1 or 0. If a fall is specified, the technique result processing is completed. On the other hand, if no fall is specified, step S247 is skipped and the technique result processing ends.
The evaluation process performed after the end of the battle game will be described with reference to the flowchart of FIG. The evaluation process is performed by the control unit G70 of each game machine G. Since the evaluation processing performed on the game machines G1 and G4 of the opposing players P1 and P4 are the same, the evaluation processing performed on the game machine G1 will be described. First, a plurality of options representing the evaluation of the opponent P4 are displayed on the monitor G50 (step S400). As a result, the control unit G70 functions as an evaluation acquisition means. In this embodiment, as shown in FIG. 13, five options from rankA to rankE are prepared, and each option is displayed with a five-level evaluation sentence. Numerical values are associated with each evaluation statement. In this form, "It was the best" is +2, "It was pretty" is +1 and "Normal" is +0, "Not so much" is -1, and "Worst" is -2. It is attached.
When one evaluation sentence is selected by the player P1, the numerical value associated with the evaluation sentence is used as the evaluation data, and the evaluation selection information including the evaluation data and the evaluation sentence is communicated to the game machine G4 of the opponent P4. Send to unit G30 (step S410). On the other hand, the evaluation selection information selected by the opponent P4 as the evaluation of the player P1 is also transmitted from the opponent P4. When the evaluation selection information from the opponent P4 is received (step S420), the received evaluation sentence is displayed on the monitor G50 as the evaluation by the opponent P4 (step S430). In addition, the evaluation by the opponent P4 is not always a good evaluation, and the received evaluation will affect future matching as described later, so in order to prevent the player P1 from seeing this evaluation, monitor The step S430 displayed on the G50 may be omitted. In addition, correction processing is performed to calculate the correction evaluation (step S440). As a result, the control unit G70 functions as a correction evaluation creation means.
The correction evaluation of this embodiment is a value obtained by multiplying the "received evaluation data" by the "coefficient based on the history evaluation information 42 of the opponent P4" as the correction value, and is the information based on the evaluation data using the correction value and the evaluation data. It becomes. The coefficient based on the historical evaluation information 42 is obtained by linearly associating the numerical range that the historical evaluation information 42 can take with the numerical range that the coefficient can take. That is, the coefficient can be obtained from a straight line whose X-axis direction is the value of the history evaluation information 42 and the Y-axis direction is the coefficient value. For example, if the numerical range of the history evaluation information 42 is -500 to +500 and the numerical range of the coefficient is 0 to 2, the history is determined by the straight line connecting the two points (-500, 0) and (+500, 2). The coefficient corresponding to the numerical value of the evaluation information 42 can be obtained. When the historical evaluation information 42 of the opponent P4 is a high evaluation, that is, when the evaluation data from the past opponent has a large rank A, it is close to +500, and when the evaluation is low, that is, the evaluation data from the past opponent. When there are many rank Es, it becomes close to -500.
When the coefficient is calculated as described above and the correction evaluation is calculated, the history evaluation information 42 of the storage unit G40 is updated to the value obtained by adding the correction evaluation to the history evaluation information 42 of the player P1 (step S450). As a result, the control unit G70 functions as a history evaluation update means. When the history evaluation information 42 is 0, the coefficient is 1, and when the history evaluation information 42 is a negative value, the coefficient is smaller than 1, and therefore the correction evaluation is smaller than the evaluation data. On the other hand, when the history evaluation information 42 is a positive value, the coefficient is larger than 1. Therefore, the correction evaluation is larger than the evaluation data.
As a result, the evaluation data by the player P having a low history evaluation has a small influence on the update of the history evaluation information 42, and the evaluation data by the player P having a high history evaluation can have a large influence on the history evaluation information 42. As a result, the fairness of the evaluation data can be achieved. In this embodiment, when the updated history evaluation information 42 is smaller than -500, it is set to -500, and when it is larger than +500, it is set to +500, and the range of the history evaluation information 42 is always -500 to +500. To be. Furthermore, other parameters of player information 40 such as the number of participations 43 are updated as appropriate. After updating the player information 40, the player information 40 of the player P1 of the storage unit G40 is transmitted to the server machine S (step S460), and the evaluation process is completed.
The server machine S that has received the player information 40 stores the player information 40 in the game data storage device D. As a result, the player information 40 in the game data storage device D is updated. In this way, the history evaluation information 42 is an accumulation of the evaluations of the opponents with respect to the player P. Since the game played in this embodiment is a box office-oriented game, a player P with a high history evaluation is suitable as a box office-oriented game player, and a player P with a low history evaluation is not suitable for a box office-oriented game. It can be sorted as a player. Then, since the matching process is performed by the history evaluation information 42, it is possible to combine more appropriate opponents in the professional wrestling game that is performed with emphasis on entertainment.
The present invention is not limited to the above-mentioned forms, and may be carried out in various forms. For example, in the above-described form, only the evaluation as a player who emphasizes entertainment has been described, but evaluation of other tastes may also be performed, and a multidimensional evaluation may be performed. Further, the communication network N may use a dedicated line such as a LAN. It doesn't matter if the communication line is wireless or wired. Further, a matching server machine dedicated to the matching process may be provided separately from the server machine that transmits / receives the data of the game data storage device D.
In this embodiment, each game machine is directly connected to the communication network, but several game machines may be connected to one in-store server and connected to the communication network N via the in-store server. In this case, by giving an IP address to each in-store server and giving a device number to each in-store server, each game machine is identified with the IP address and device number in the communication network N.
Also, the number of players associated with the game is not limited to two, and may be two or more. The evaluation text and numerical values associated with each option in the evaluation process can be changed as appropriate. In addition, the number of options is not limited to five, and may be multiple. It does not matter before or after sending and receiving data to and from other game machines in the competitive game processing and the evaluation processing.
<figref num="1">The figure which shows an example of the game system GS of this invention.</figref><figref num="2">Schematic diagram of the configuration of the server machine.</figref><figref num="3">Schematic diagram of the configuration of the game machine.</figref><figref num="4">(a) is a diagram showing wrestler information, and (b) is a diagram showing skill information.</figref><figref num="5">The figure which shows the player information.</figref><figref num="6">The figure which shows the wrestler card and the technique card which a player has in advance.</figref><figref num="7">A sequence diagram showing data transmission / reception between a game machine and a server machine during entry processing and matching processing.</figref><figref num="8">A flowchart showing the flow of matching processing performed on the server machine.</figref><figref num="9">Correspondence table showing the rules of the combined players in this form.</figref><figref num="10">A flowchart showing the flow of competitive game processing performed on a game machine.</figref><figref num="11">A flowchart showing the flow of skill result processing performed on a game machine.</figref><figref num="12">A flowchart showing the flow of evaluation processing performed on a game machine.</figref><figref num="13">The figure which shows an example of a plurality of options displayed on a game machine.</figref>
Code description
GS game system G game machine S server machine D game data storage N communication network 20 wrestler information 30 skill information 40 player information 41 player ID 42 history evaluation information
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2014133159A | Cited by | Japan | Examiner |
| US10186002B2 | Cited by | United States of America | Applicant |
| JP7096414B1 | Cited by | Japan | Search report |
| JP2009247548A | Cited by | Japan | Examiner |
| JP2014028085A | Cited by | Japan | Examiner |
| US10130872B2 | Cited by | United States of America | Applicant |
| JP2023015637A | Cited by | Japan | Search report |
| JP2012528606A | Cited by | Japan | Search report |
| JP2018505468A | Cited by | Japan | Search report |
| JP2010279610A | Cited by | Japan | Examiner |
| US11285383B2 | Cited by | United States of America | Applicant |
| US10835816B2 | Cited by | United States of America | Applicant |
| JP2010239991A | Cited by | Japan | Examiner |
10 members in 6 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2004340270 | Japan | A | |
| JP20040340270 | – | – | – |
Members10
| Document | Office | Kind | |
|---|---|---|---|
| WO2006057103A1 | World Intellectual Property Organization (WIPO) | A1 | |
| JP2006149425AThis record | Japan | A | |
| JP3811755B2 | Japan | B2 | |
| GB0707872D0 | United Kingdom | D0 | |
| GB2433896A | United Kingdom | A | |
| KR20070088729A | Republic of Korea | A | |
| DE112005002893T5 | Germany | T5 | |
| KR100860442B1 | Republic of Korea | B1 | |
| US2009156302A1 | United States of America | A1 | |
| US8496529B2 | United States of America | B2 |
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Numbers
- Publication
- 2006149425
- Publication, DOCDB
- 2006149425
- Publication, EPODOC
- JP2006149425
- Application
- 340270
- Application, DOCDB
- 2004340270
- Application, EPODOC
- JP20040340270
Titles2
- Japanese
- ゲームシステム
- English
- Game system
Classification
- CPC, 8
- A63F13/12
- A63F13/795
- A63F13/798
- A63F2300/5546
- A63F2300/5566
- A63F2300/558
- A63F2300/8029
- A63F13/30
- IPC, 8
- A63F13 12
- A63F13 10
- A63F13 33
- A63F13 45
- A63F13 79
- A63F13 795
- A63F13 798
- A63F13 833