Network game system and its control method and game device and its control method and program
Abstract
Problem to be solved.To provide a network game system capable of suppressing a user from disconnecting a power source or a communication connection of his / her game device during a battle for his / her own convenience. A condition storage unit 70c stores a plurality of game status conditions related to a game status. The condition determination unit 76 determines whether or not the game situation is satisfied for each of the plurality of game situation conditions. The halfway end determination unit 74 determines whether or not the match has ended in the middle. When the match ends in the middle, the predetermined process execution unit 78 executes the predetermined process based on the determination result of whether or not the game situation at the time when the match ends in the middle satisfies each of the plurality of game situation conditions. To do. [Selection diagram] Fig. 10

Term
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Projected expiry 23 August 2027, counted from filing; an application has no term until it is granted.
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14 claims: 6 independent, 8 dependent
- 1複数のユーザが通信ネットワークを介して対戦するネットワークゲームを実行するネットワークゲームシステムにおいて、 前記ネットワークゲームのゲーム状況を示すゲーム状況データを記憶するゲーム状況データ記憶手段と、 前記ゲーム状況に関するゲーム状況条件を複数記憶する条件記憶手段と、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を前記ゲーム状況が満足するか否かを、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データに基づいて判定する条件判定手段と、 前記対戦が途中で終了したか否かを判定する途中終了判定手段と、 前記対戦が途中で終了した場合、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に基づいて、所定処理を実行する所定処理実行手段と、 を含むことを特徴とするネットワークゲームシステム。
- 2請求項1に記載のネットワークゲームシステムにおいて、 前記条件判定手段による判定結果に対応する数値を取得する数値取得手段と、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に対応する前記数値と、所定の基準値と、を比較する比較手段と、を含み、 前記所定処理実行手段は、前記対戦が途中で終了した場合、前記比較手段による比較結果に基づいて前記所定処理を実行する、 ことを特徴とするネットワークゲームシステム。
- 3請求項2に記載のネットワークゲームシステムにおいて、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々に対応づけて基本数値を記憶する基本数値記憶手段を含み、 前記数値取得手段は、前記条件記憶手段に記憶される前記複数のゲーム状況条件のうちの、前記ゲーム状況が満足する前記ゲーム状況条件に対応づけて記憶される前記基本数値に基づいて所定の演算処理を実行することによって、前記数値を取得する、 ことを特徴とするネットワークゲームシステム。
- 4請求項2又は3に記載のネットワークゲームシステムにおいて、 前記条件判定手段は、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データが更新された場合、該ゲーム状況データが示す前記ゲーム状況が、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を満足するか否かを判定し、 前記数値取得手段は、前記条件判定手段による判定が行われた場合、その判定結果に対応する前記数値を取得し、 前記比較手段は、前記数値取得手段によって前記数値が取得された場合、該数値と、前記所定の基準値と、を比較し、その比較結果を不揮発性記憶手段に記憶させ、 前記所定処理実行手段は、前記対戦が途中で終了した場合、前記不揮発性記憶手段に記憶される前記比較結果に基づいて前記所定処理を実行する、 ことを特徴とするネットワークゲームシステム。
- 5請求項2又は3に記載のネットワークゲームシステムにおいて、 前記条件判定手段は、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データが更新された場合、該ゲーム状況データが示す前記ゲーム状況が、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を満足するか否かを判定し、 前記数値取得手段は、前記条件判定手段による判定が行われた場合、その判定結果に対応する前記数値を取得し、該数値を不揮発性記憶手段に記憶させ、 前記比較手段は、前記対戦が途中で終了した場合、前記不揮発性記憶手段に記憶される前記数値と、前記所定の基準値と、を比較する、 ことを特徴とするネットワークゲームシステム。
- 6請求項2又は3に記載のネットワークゲームシステムにおいて、 前記条件判定手段は、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データが更新された場合、該ゲーム状況データが示す前記ゲーム状況が、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を満足するか否かを判定し、その判定結果を不揮発性記憶手段に記憶させ、 前記数値取得手段は、前記対戦が途中で終了した場合、前記不揮発性記憶手段に記憶される前記判定結果に対応する前記数値を取得する、 ことを特徴とするネットワークゲームシステム。
- 7請求項2又は3に記載のネットワークゲームシステムにおいて、 前記ゲーム状況データ記憶手段は不揮発性記憶手段であり、 前記条件判定手段は、前記対戦が途中で終了した場合、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データが示す前記ゲーム状況が、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を満足するか否かを判定する、 ことを特徴とするネットワークゲームシステム。
- 8請求項1乃至7のいずれかに記載のネットワークゲームシステムにおいて、 前記所定処理は、前記複数のユーザのうちの少なくとも一人に対して所定のメッセージを出力するための処理と、前記複数のユーザのうちの少なくとも一人が対戦を行うことをを制限するための処理と、の少なくとも一方を含むことを特徴とするネットワークゲームシステム。
- 9請求項1乃至8のいずれかに記載のネットワークゲームシステムにおいて、 前記複数のユーザの各々の通算対戦成績を記憶する通算対戦成績記憶手段を含み、 前記所定処理は、前記複数のユーザのうちの少なくとも一人の前記通算対戦成績を更新するための処理を含む、 ことを特徴とするネットワークゲームシステム。
- 10複数のユーザが通信ネットワークを介して対戦するネットワークゲームを実行するネットワークゲームシステムの制御方法において、 前記ネットワークゲームのゲーム状況を示すゲーム状況データを記憶してなるゲーム状況データ記憶手段の記憶内容を読み出すステップと、 前記ゲーム状況に関するゲーム状況条件を複数記憶してなる条件記憶手段の記憶内容を読み出すステップと、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を前記ゲーム状況が満足するか否かを、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データに基づいて判定する条件判定ステップと、 前記対戦が途中で終了したか否かを判定する途中終了判定ステップと、 前記対戦が途中で終了した場合、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に基づいて、所定処理を実行する所定処理実行ステップと、 を含むことを特徴とするネットワークゲームシステムの制御方法。
- 11複数のユーザが通信ネットワークを介して対戦するネットワークゲームを実行するネットワークゲームシステムとしてコンピュータを機能させるためのプログラムであって、 前記ネットワークゲームのゲーム状況を示すゲーム状況データを記憶してなるゲーム状況データ記憶手段の記憶内容を読み出す手段、 前記ゲーム状況に関するゲーム状況条件を複数記憶してなる条件記憶手段の記憶内容を読み出す手段、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を前記ゲーム状況が満足するか否かを、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データに基づいて判定する条件判定手段、 前記対戦が途中で終了したか否かを判定する途中終了判定手段、及び、 前記対戦が途中で終了した場合、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に基づいて、所定処理を実行する所定処理実行手段、 として前記コンピュータを機能させるためのプログラム。
- 12複数のゲーム装置を含み、前記複数のゲーム装置の各々に係るユーザが通信ネットワークを介して対戦するネットワークゲームを実行するネットワークゲームシステム、に前記複数のゲーム装置のうちの一つとして含まれるゲーム装置において、 前記ネットワークゲームのゲーム状況を示すゲーム状況データを記憶するゲーム状況データ記憶手段と、 前記ゲーム状況に関するゲーム状況条件を複数記憶する条件記憶手段と、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を前記ゲーム状況が満足するか否かを、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データに基づいて判定する条件判定手段と、 前記対戦が途中で終了したか否かを判定する途中終了判定手段と、 前記対戦が途中で終了した場合、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に基づいて、所定処理を実行する所定処理実行手段と、 を含むことを特徴とするゲーム装置。
- 13複数のゲーム装置を含み、前記複数のゲーム装置の各々に係るユーザが通信ネットワークを介して対戦するネットワークゲームを実行するネットワークゲームシステム、に前記複数のゲーム装置のうちの一つとして含まれるゲーム装置の制御方法において、 前記ネットワークゲームのゲーム状況を示すゲーム状況データを記憶してなるゲーム状況データ記憶手段の記憶内容を読み出すステップと、 前記ゲーム状況に関するゲーム状況条件を複数記憶してなる条件記憶手段の記憶内容を読み出すステップと、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を前記ゲーム状況が満足するか否かを、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データに基づいて判定する条件判定ステップと、 前記対戦が途中で終了したか否かを判定する途中終了判定ステップと、 前記対戦が途中で終了した場合、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に基づいて、所定処理を実行する所定処理実行ステップと、 を含むことを特徴とするゲーム装置の制御方法。
- 14複数のゲーム装置を含み、前記複数のゲーム装置の各々に係るユーザが通信ネットワークを介して対戦するネットワークゲームを実行するネットワークゲームシステム、に前記複数のゲーム装置のうちの一つとして含まれるゲーム装置としてコンピュータを機能させるためのプログラムであって、 前記ネットワークゲームのゲーム状況を示すゲーム状況データを記憶してなるゲーム状況データ記憶手段の記憶内容を読み出す手段、 前記ゲーム状況に関するゲーム状況条件を複数記憶してなる条件記憶手段の記憶内容を読み出す手段、 前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を前記ゲーム状況が満足するか否かを、前記ゲーム状況データ記憶手段に記憶される前記ゲーム状況データに基づいて判定する条件判定手段、 前記対戦が途中で終了したか否かを判定する途中終了判定手段、及び、 前記対戦が途中で終了した場合、前記条件記憶手段に記憶される前記複数のゲーム状況条件の各々を、前記対戦が途中で終了した時点における前記ゲーム状況が満足したか否かの判定結果に基づいて、所定処理を実行する所定処理実行手段、 として前記コンピュータを機能させるためのプログラム。
Independent claims14
127 paragraphs, as filed
The present invention relates to a network game system, a control method of a network game system, a game device, a control method of a game device, and a program.
A network game system is known in which a network game in which a plurality of users participate via a communication network is executed. For example, there is known a network game system in which a plurality of users play a soccer game or a mahjong game via a communication network.<patcit num="1"><text>Japanese Unexamined Patent Publication No. 2005-137812</text></patcit>
<p> In the above network game system, the battle may be terminated in the middle by the user disconnecting the power supply or communication connection of his / her game device during the battle for his / her own convenience. For example, a user who is likely to lose a match may end the match in the middle by intentionally disconnecting the power supply or communication connection of his / her game device during the match. Such user actions spoil the interest of network games.</p><p> The present invention has been made in view of the above problems, and an object of the present invention is to prevent a user from disconnecting the power supply or communication connection of his / her game device during a battle at his / her own convenience. It is an object of the present invention to provide a game system, a control method of a network game system, a game device, a control method of the game device, and a program.</p>
<p> In order to solve the above problems, the network game system according to the present invention provides game status data indicating the game status of the network game in a network game system in which a plurality of users compete against each other via a communication network. Whether or not the game situation satisfies each of the game situation data storage means to be stored, the condition storage means for storing a plurality of game situation conditions related to the game situation, and the plurality of game situation conditions stored in the condition storage means. A condition determination means for determining whether or not the match is based on the game status data stored in the game status data storage means, an intermediate end determination means for determining whether or not the match has ended in the middle, and the match in the middle. When the game is terminated in, each of the plurality of game situation conditions stored in the condition storage means is subjected to predetermined processing based on the determination result of whether or not the game situation is satisfied at the time when the match is terminated in the middle. It is characterized by including a predetermined processing execution means for executing the above.</p><p> Further, the control method of the network game system according to the present invention is a control method of a network game system in which a plurality of users execute a network game in which a plurality of users compete against each other via a communication network. A step of reading out the stored contents of the game situation data storage means to be stored, a step of reading out the stored contents of the condition storage means for storing a plurality of game situation conditions related to the game situation, and the step of reading out the stored contents of the condition storage means. The condition determination step of determining whether or not each of the plurality of game status conditions is satisfied based on the game status data stored in the game status data storage means, and the battle are terminated in the middle. The game at the time when the match ends in the middle of each of the halfway end determination step for determining whether or not the match and the plurality of game situation conditions stored in the condition storage means when the match ends in the middle. It is characterized by including a predetermined process execution step of executing a predetermined process based on a determination result of whether or not the situation is satisfied.</p><p> Further, the program according to the present invention is a program for operating a computer as a network game system for executing a network game in which a plurality of users compete against each other via a communication network, and is a game status indicating the game status of the network game. A means for reading the stored contents of the game situation data storage means for storing data, a means for reading the stored contents of the condition storage means for storing a plurality of game situation conditions related to the game situation, the means stored in the condition storage means. A condition determining means for determining whether or not each of a plurality of game situation conditions is satisfied based on the game situation data stored in the game situation data storage means, and whether the match has ended in the middle. The game at the time when the match ends in the middle of each of the halfway end determination means for determining whether or not the match and the plurality of game situation conditions stored in the condition storage means when the match ends in the middle. It is a program for making the computer function as a predetermined process execution means for executing a predetermined process based on a determination result of whether or not the situation is satisfied.</p><p> Further, the game device according to the present invention includes the plurality of games in the "network game system including a plurality of game devices and executing a network game in which users related to each of the plurality of game devices play against each other via a communication network". In a game device included as one of the devices, a game status data storage means for storing game status data indicating the game status of the network game, a condition storage means for storing a plurality of game status conditions related to the game status, and a condition storage means. Condition determination means for determining whether or not the game situation is satisfied for each of the plurality of game situation conditions stored in the condition storage means based on the game situation data stored in the game situation data storage means. And, each of the halfway end determination means for determining whether or not the match has ended in the middle and the plurality of game situation conditions stored in the condition storage means when the match ends in the middle of the match. Is characterized by including a predetermined process executing means for executing a predetermined process based on a determination result of whether or not the game situation is satisfied at the time when the game ends in the middle.</p><p> Further, the control method of the game device according to the present invention is described in the "network game system including a plurality of game devices and in which users related to each of the plurality of game devices execute a network game in which they compete against each other via a communication network". In the control method of the game device included as one of the plurality of game devices, a step of reading out the stored contents of the game status data storage means for storing the game status data indicating the game status of the network game, and the game. A step of reading out the stored contents of the condition storage means for storing a plurality of game situation conditions related to the situation, and whether or not the game situation is satisfied for each of the plurality of game situation conditions stored in the condition storage means. A condition determination step for determining based on the game status data stored in the game status data storage means, an intermediate end determination step for determining whether or not the match has ended in the middle, and the match ended in the middle. In the case, each of the plurality of game situation conditions stored in the condition storage means is executed as a predetermined process based on the determination result of whether or not the game situation is satisfied at the time when the battle ends in the middle. It is characterized by including a predetermined processing execution step.</p><p> Further, the program according to the present invention includes the plurality of game devices in the "network game system including a plurality of game devices and executing a network game in which users related to each of the plurality of game devices play against each other via a communication network". A program for operating a computer such as a home-use game device, a portable game machine, a mobile phone, a mobile information terminal (PDA), or a personal computer as a game device included as one of the above-mentioned network games. A means for reading the stored contents of the game situation data storage means for storing the game situation data indicating the game situation, a means for reading the stored contents of the condition storage means for storing a plurality of game situation conditions related to the game situation, the above-mentioned condition. A condition determining means for determining whether or not the game situation is satisfied for each of the plurality of game situation conditions stored in the storage means based on the game situation data stored in the game situation data storage means. The match is in the middle of each of the halfway end determination means for determining whether or not the match has ended in the middle, and the plurality of game situation conditions stored in the condition storage means when the match ends in the middle. This is a program for operating the computer as a predetermined processing execution means for executing a predetermined processing based on a determination result of whether or not the game situation is satisfied at the time when the game is completed.</p><p> The information storage medium according to the present invention is a computer-readable information storage medium on which the above program is recorded. Further, the program distribution device according to the present invention is a program distribution device including an information storage medium in which the program is recorded, and reads the program from the information storage medium and distributes the program. Further, the program distribution method according to the present invention is a program distribution method for reading and distributing the program from the information storage medium in which the program is recorded.</p><p> The present invention relates to a network game system in which a plurality of users execute a network game in which they compete against each other via a communication network. In the present invention, game status data indicating the game status of a network game is stored. In addition, a plurality of game status conditions related to the game status are stored. Whether or not the game situation is satisfied for each of the plurality of game situation conditions is determined based on the game situation data. Further, in the present invention, it is determined whether or not the match is ended in the middle. When the match ends in the middle, a predetermined process is executed for each of the plurality of game situation conditions based on the determination result of whether or not the game situation at the time when the match ends in the middle is satisfied. According to the present invention, it is possible to prevent a user from disconnecting the power supply or communication connection of his / her game device during a battle for his / her own convenience.</p><p> Further, in one aspect of the present invention, the battle is in progress between the numerical value acquisition means for acquiring the numerical value corresponding to the determination result by the condition determination means and the plurality of game situation conditions stored in the condition storage means. It may include a comparison means for comparing the numerical value corresponding to the determination result of whether or not the game situation is satisfied at the time when the game ends with, and the predetermined reference value. When the battle ends in the middle, the predetermined processing execution means may execute the predetermined processing based on the comparison result by the comparison means.</p><p> Further, in one aspect of the present invention, the basic numerical value storage means for storing the basic numerical value in association with each of the plurality of game situation conditions stored in the condition storage means may be included. The numerical value acquisition means performs a predetermined calculation based on the basic numerical value stored in association with the game situation condition in which the game situation is satisfied among the plurality of game situation conditions stored in the condition storage means. The numerical value may be acquired by executing the process.</p><p> Further, in one aspect of the present invention, in the condition determination means, when the game situation data stored in the game situation data storage means is updated, the game situation indicated by the game situation data is the condition storage means. It may be determined whether or not each of the plurality of game situation conditions stored in is satisfied. When the determination by the condition determination means is performed, the numerical value acquisition means may acquire the numerical value corresponding to the determination result. When the numerical value is acquired by the numerical value acquisition means, the comparison means may compare the numerical value with the predetermined reference value and store the comparison result in the non-volatile storage means. When the battle ends in the middle, the predetermined processing executing means may execute the predetermined processing based on the comparison result stored in the non-volatile storage means.</p><p> Further, in one aspect of the present invention, in the condition determination means, when the game situation data stored in the game situation data storage means is updated, the game situation indicated by the game situation data is the condition storage means. It may be determined whether or not each of the plurality of game situation conditions stored in is satisfied. When the determination by the condition determination means is performed, the numerical value acquisition means may acquire the numerical value corresponding to the determination result and store the numerical value in the non-volatile storage means. The comparison means may compare the numerical value stored in the non-volatile storage means with the predetermined reference value when the battle ends in the middle.</p><p> Further, in one aspect of the present invention, in the condition determination means, when the game situation data stored in the game situation data storage means is updated, the game situation indicated by the game situation data is the condition storage means. It may be determined whether or not each of the plurality of game situation conditions stored in the above is satisfied, and the determination result may be stored in the non-volatile storage means. The numerical value acquisition means may acquire the numerical value corresponding to the determination result stored in the non-volatile storage means when the battle ends in the middle.</p><p> Further, in one aspect of the present invention, the game situation data storage means may be a non-volatile storage means. When the battle ends in the middle of the condition determination means, the plurality of game situation conditions in which the game situation indicated by the game situation data stored in the game situation data storage means is stored in the condition storage means. It may be determined whether or not each of the above is satisfied.</p><p> Further, in one aspect of the present invention, in the predetermined process, a process for outputting a predetermined message to at least one of the plurality of users and at least one of the plurality of users compete against each other. It may include at least one of the processes for limiting the situation.</p><p> Further, in one aspect of the present invention, the total battle result storage means for storing the total battle results of each of the plurality of users may be included. The predetermined process may include a process for updating the total battle record of at least one of the plurality of users.</p>
Hereinafter, an example of the embodiment of the present invention will be described in detail with reference to the drawings.
FIG. 1 is a diagram showing an overall configuration of a network game system according to an embodiment of the present invention. As shown in FIG. 1, the network game system 10 includes a network game management device 20 and a plurality of game devices 30. The network game management device 20 and the plurality of game devices 30 are connected to the communication network 12. Therefore, data can be exchanged between the network game management device 20 and the game device 30. In addition, data can be exchanged between the game device 30 and another game device 30. The communication network 12 includes, for example, the Internet.
The network game management device 20 is realized by a known server computer system. FIG. 2 is a diagram showing a hardware configuration of the network game management device 20. As shown in FIG. 2, the network game management device 20 includes a control unit 21, a main storage unit 22, an auxiliary storage unit 23, an optical disk reading unit 24, and a communication interface 25.
The control unit 21 is, for example, a microprocessor, and executes various information processing according to the operating system and other programs read by the main storage unit 22. The main storage unit 22 includes, for example, RAM. The main storage unit 22 stores programs and data read from the auxiliary storage unit 23 or an optical disk (information storage medium). The main storage unit 22 is also used as a work memory for storing various data required in the process of processing. The auxiliary storage unit 23 includes a non-volatile storage medium such as a hard disk. The optical disk reading unit 24 reads programs and data stored in the optical disk. The optical disk is, for example, a DVD (registered trademark) -ROM or a CD-ROM. The communication interface 25 is an interface for connecting the network game management device 20 to the communication network 12.
The game device 30 is realized by, for example, a portable game machine, a home-use game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. Here, a case where the game device 30 is realized by a portable game machine will be described. FIG. 3 is a diagram showing a hardware configuration of the game device 30. As shown in FIG. 3, the game device 30 includes a control unit 31, a main storage unit 32, a card slot 33, a game card 34, a communication interface 35, an operation input unit 36, a display unit 37, and voice. Includes output unit 38 and.
The control unit 31 is, for example, a microprocessor, and executes various information processing according to the operating system and other programs read by the main storage unit 32. The main storage unit 32 includes, for example, RAM. The program and data read from the game card 34 (information storage medium) are stored in the main storage unit 32. The main storage unit 32 is also used as a work memory for storing various data required in the process of processing. The card slot 33 reads programs and data stored in the game card 34. The game card 34 includes, for example, a ROM in which a game program and game data are stored, and an EEPROM (nonvolatile storage medium means) for storing save data and the like. The communication interface 35 is an interface for connecting the game device 30 to the communication network 12 by communication. The game device 30 may include an auxiliary storage unit (nonvolatile storage means) such as a hard disk.
The operation input unit 36 is a means for the user to input an operation. The operation input unit 36 is, for example, an operation button or a touch panel. The display unit 37 displays the screen according to the instruction of the control unit 31. The display unit 37 is, for example, a liquid crystal display panel or the like. The voice output unit 38 outputs various voice data such as game music, game sound effects, and messages read from the game card 34 according to the instruction of the control unit 31. The audio output unit 38 is, for example, a speaker or headphones.
The network game management device 20 may include a memory card slot. In this way, the program or data may be supplied to the network game management device 20 via the memory card. Further, the game device 30 may include an optical disc reader. In this way, the program or data may be supplied to the game device 30 via the optical disc. Further, the program or data may be supplied to the network game management device 20 or the game device 30 from a remote location via the communication network 12.
In the network game system 10 having the above configuration, a user can enjoy a game with another user in a remote place via a communication network 12. For example, a user can enjoy a competitive soccer game with another user in a remote location (hereinafter referred to as "an opponent") via a communication network 12.
Figure 4 shows the flow of a competitive soccer game. First, the user accesses the network game management device 20 from the game device 30 and logs in to the network game system 10. When the login to the network game system 10 is completed, the menu screen is displayed first (S101). FIG. 5 shows an example of the menu screen. The menu screen 40 shown in FIG. 5 includes a total match result button 41, a team setting button 42, and a match request button 43. When the user instructs the total battle result button 41, the total battle result screen showing the user's past battle results is displayed. The user's past battle results are stored in the game card 34 (see FIGS. 11 and 12 described later).
The team setting button 42 is a button for displaying a team setting screen for the user to create his / her own team data. Users need to create their own team data in advance before playing a match. When the user instructs the team setting button 42, the team setting screen is displayed. On the team setting screen, the user selects a desired team from a plurality of prepared teams. In addition, the user sets the starting player and formation of the team. The team data created by the user in this way is stored in the game card 34.
The user who wants to play a match instructs the match request button 43. When the match request button 43 is instructed, the match request data is transmitted to the network game management device 20 (S102). At this time, the user data stored in advance in the game card 34 is read out, and the data is transmitted to the network game management device 20 together with the battle request data. The "user data" includes, for example, the name of the user, the IP address of the game device 30 of the user, the team data of the user, and the like. When the network game management device 20 receives the user data together with the battle request data from the game device 30, the network game management device 20 stores the user data in the auxiliary storage unit 23.
The network game management device 20 that has received the battle request data automatically determines an opponent from among other users requesting a battle. For example, when user B is determined as an opponent of user A, the network game management device 20 reads user B's data (user name, IP address, team data, etc.) from the auxiliary storage unit 23, and reads the data from user A. To the game device 30 of. Further, the network game management device 20 reads the data of the user A from the auxiliary storage unit 23, and transmits the data to the game device 30 of the user B. Each game device 30 stores the opponent's data in the main storage unit 32. After that, data is exchanged between the game devices 30 based on the opponent's data (IP address).
The game device 30 that has received the opponent's data displays the opponent guidance screen (S103). FIG. 6 shows an example of the opponent guidance screen. The opponent guidance screen 45 shown in FIG. 6 includes an opponent information column 46 and an opponent message column 47. The opponent information is displayed in the opponent information column 46. The user inputs a message to the opponent while the opponent guidance screen 45 is displayed. The message input by the user is transmitted to the opponent's game device 30. A message from the opponent is displayed in the opponent message column 47.
After the message from the opponent is displayed on the opponent guidance screen 45, the match starts (S104). The match ends when the combined match time of the predetermined basic match time and the extended match time (loss time) determined according to the progress of the match has elapsed. If the scores of both teams are tied at the timing when the above match time has elapsed, the match may end as a draw, or the match may end after the victory or defeat is decided by the so-called penalty kick match. It may be. In this specification, it is described as "the game ends normally" that the game is continued to the end without ending in the middle and the game ends. That is, it is described that the match ends after the match time has elapsed, or that the match ends after the victory or defeat is determined by the penalty kick match as "the match ends normally".
During the game, a common virtual three-dimensional space is constructed in the main memory 32 of each game device 30. Figure 7 shows an example of a virtual three-dimensional space. As shown in FIG. 7, a field object 52 representing a soccer field is arranged in the virtual three-dimensional space 50. The field object 52 represents, for example, a corner area 53 or a penalty area 55. Further, on the field object 52, a goal object 54 representing a goal, a player object 56 representing a soccer player, and a ball object 58 representing a soccer ball are arranged. Although omitted in FIG. 7, 22 player objects 56 are arranged in the virtual three-dimensional space 50.
In addition, a virtual camera 59 is arranged in the virtual three-dimensional space 50. The virtual camera 59 follows, for example, the ball object 58. During the game, a game screen showing how the virtual three-dimensional space 50 is viewed from the virtual camera 59 is displayed on the display unit 37 of each game device 30. While looking at the game screen, the user operates the player object 56 of his / her team using the operation input unit 36.
In the present embodiment, one of the user's game device 30 and the opponent's game device 30 plays the role of a game server, so that the virtual three-dimensional space 50 is shared between the game devices 30. To. That is, the game status data indicating the latest game status is stored in the main storage unit 32 of the game device 30 that plays the role of a game server. Further, a copy of the game status data is stored in the main storage unit 32 of the other game device 30. The game status data includes, for example, data indicating the progress of the game and data indicating the current state of the virtual three-dimensional space 50. FIG. 8 shows an example of game status data.
The match progress data is data indicating the progress of the match, and includes match time data, score data, foul data, yellow / red card data, player substitution data, and ball control time data. The match time data shows the length of the loss time and the elapsed time from the start of the match. The score data shows the score of each team. Foul data includes data on fouls committed by player object 56 of each team. The yellow / red card data includes data on the yellow and red cards received by the player object 56 of each team. The player substitution data shows the details of the player substitution of each team. The number and number of player changes that can be made in one game is limited to a predetermined number and number of times (for example, 3 people, 3 times). The ball control time data shows the cumulative time that the player object 56 of each team held the ball object 58.
The state data of the virtual camera 59 includes data indicating the current position and the line-of-sight direction of the virtual camera 59. The state data of the ball object 58 includes, for example, data indicating the current position, moving direction / velocity of the ball object 58. The state data of the player object 56 includes, for example, data indicating the current position, posture, moving direction / speed, and movement type (for example, dash, pass, shoot, etc.) of the player object 56. Further, the state data of the player object 56 includes an operation target flag and a ball holding flag. The operation target flag indicates whether or not the player object 56 is the operation target of the user or the opponent. The ball retention flag indicates whether or not the player object 56 holds the ball object 58.
As shown in FIG. 4, when the match is completed normally (when the match is completed), the match result screen is displayed on the game device 30 of the user and the opponent (S105). FIG. 9 shows an example of the match result screen. The match result screen 60 shown in FIG. 9 includes a match result display column 61 and an opponent message column 62. The match result is displayed in the match result display column 61. While displaying the match result screen 60, the user inputs a message to the opponent. The message input by the user is transmitted to the opponent's game device 30. A message from the opponent is displayed in the opponent message column 62. If a predetermined time has elapsed after the message from the opponent is displayed on the match result screen 60, the menu screen 40 is displayed (S101). When the match is completed normally, the user's total match record (see FIGS. 11 and 12 described later) stored in the game card 34 of the game device 30 is updated based on the match result.
In the above network game system 10, if the communication connection between the game devices 30 is disconnected during the battle, the game status data cannot be shared between the game devices 30. As a result, it becomes impossible to continue the soccer game, and the match ends in the middle.
Further, in the network game system 10, in principle, when the match ends normally, the user's total match record (number of wins, number of defeats, total goal, etc.) is updated based on the match result. In a network game system in which a user's total match record is not updated unless the match is completed normally, for example, a user who has a strong defeat may use a game device during the match in order to avoid an increase in the number of defeats of the user. The power supply and communication connection of 30 (or a communication device such as a router to which the game device 30 is connected) may be intentionally disconnected. Also, for example, a user who has scored an opponent turns on the power supply or communication connection of the game device 30 (or a communication device such as a router to which the game device 30 is connected) during the game in order to avoid an increase in his / her total goals scored. It may be cut off intentionally. If such user actions are left unattended, the interest of the competitive soccer game will be impaired. Hereinafter, in the network game system 10, a technique for suppressing the user from intentionally disconnecting the power supply and communication connection of the game device 30 during a battle will be described.
FIG. 10 is a functional block diagram showing functions related to the present invention among the functions realized by the network game system 10. As shown in FIG. 10, the network game system 10 functions as a game data storage unit 70, a main game processing execution unit 72, an intermediate end determination unit 74, a condition determination unit 76, and a predetermined processing execution unit 78. Including. For example, these functional blocks are realized in each game device 30. That is, these functional blocks are realized by each game device 30 executing a program.
[Game data storage] The game data storage unit 70 is realized by, for example, a main storage unit 32 or a game card 34. The game data storage unit 70 stores various data related to the competitive soccer game.
For example, the game data storage unit 70 (game card 34) stores user team data. Further, for example, the game data storage unit 70 (main storage unit 32) stores the team data of the opponent. The team data includes data indicating the setting contents of the team (for example, starting players and formations). The team data also includes ability parameters and tone parameters of each player object 56 belonging to the team. The ability parameter is a numerical parameter indicating the height of various abilities (for example, pass ability and shooting ability) of the player object 56. For example, the ability parameter takes an integer value from 0 to 100. If the ability of the player object 56 is high, the value of the ability parameter of the player object 56 is high. On the other hand, the condition parameter is a parameter indicating the good condition of the player object 56. For example, the tone parameter also takes an integer value from 0 to 100. If the player object 56 is in good condition, the value of the condition parameter of the player object 56 is high. During the match, the value of the ability parameter of each player object 56 is corrected based on the value of the tone parameter of that player object 56. For example, the value of the ability parameter of the well-conditioned player object 56 is corrected so that the ability is higher than usual. Also, for example, the value of the ability parameter of the player object 56 that is not in good condition is corrected so that the ability is lower than usual.
Further, the game data storage unit 70 includes a total battle result storage unit 70a, a game status data storage unit 70b, and a condition storage unit 70c (basic numerical value storage means).
[Total match record memory] The total battle record storage unit 70a is realized by, for example, a game card 34. The total battle result storage unit 70a stores the user's total battle result data related to the game device 30. For example, the total battle result data of the user A is stored in the total battle result storage unit 70a of the game device 30 of the user A. 11 and 12 show an example of data stored in the total battle record storage unit 70a.
FIG. 11 shows an example of total competition result data. The total match result data shown in FIG. 11 includes a total match result, a total score, a total goal, a total number of fouls, and a communication disconnection count field. The total match record field shows the number of matches, the number of wins, the number of defeats, and the number of draws of the user. The total score field shows the cumulative total of the user's scores. The total goal field shows the cumulative number of goals scored by the user. The total number of fouls field indicates the total number of fouls committed by the user. The number of half-finished fields indicates the cumulative number of times the match has ended halfway. This total match result data is updated based on the match result when the match ends normally without ending in the middle (see S312 in FIG. 17 described later).
FIG. 12 shows an example of battle history data. The match history data shown in FIG. 12 includes the date and time, win / loss, score, and goal field. The date and time field indicates the date and time when the match took place. The winning / losing field indicates the winning / losing result of the match. 0 indicates that the user has been defeated. 1 indicates that the user has won. 2 indicates that the user has drawn with the opponent. The score field indicates the user's score. The goal field shows the opponent's score. This match history data is also updated based on the match result when the match ends normally without ending in the middle (see S312 in FIG. 17 described later).
[Game status data storage] The game status data storage unit 70b is realized by, for example, the main storage unit 32. The game status data storage unit 70b stores game status data (see FIG. 8).
[Conditional storage] The condition storage unit 70c is realized by, for example, a game card 34. The condition storage unit 70c stores a plurality of conditions (determination criteria) for determining whether or not there is a high possibility that the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle. Here, the "plurality of conditions" includes, for example, conditions relating to the total battle record of the user, the user team (team operated by the user), the opponent team (team operated by the opponent), or the game situation.
13 and 14 show an example of the condition data stored in the condition storage unit 70c. The condition data shown in FIGS. 13 and 14 is data in which an ID, a condition, and a point amount (basic numerical value) are associated with each other. The ID indicates information that uniquely identifies each condition. The point amount indicates the weight for each condition. The more points are set, the more likely it is that the user intentionally disconnected the power or communication connection of the game device 30 during the match.
The conditions of IDs "101" to "107" are conditions related to the user's total competition results.
The condition of ID "101" is whether or not the user's total battle record is a total win. The condition of ID "102" is whether or not the total number of points conceded by the user is 0 points. The condition of ID "103" is whether or not the total number of fouls of the user is 0. The condition of ID "104" is whether or not the user's last 10 battle results are all wins. The condition of ID "105" is whether or not the user has scored 0 points in the last 5 matches.
As described above, in the network game system 10, in principle, when the match ends normally, the user's total match record (number of wins, number of defeats, total goal, etc.) is updated based on the match result. For example, a user who has a total win in a total match record, even though it is difficult to keep winning in a soccer game match, wants to avoid an increase in the number of defeats in the case of a strong loss in a past match. It is probable that the power supply and communication connection of the game device 30 may have been disconnected. Therefore, the condition of ID "101" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Also, for example, a user who has 0 points in total, even though it is difficult to continue a goalless match in a soccer game match, will get a total of goals if the opponent scores points in the past match. It is probable that the power supply and communication connection of the game device 30 may have been disconnected in order to avoid the increase. Therefore, the condition of ID "102" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the conditions of IDs "103" to "105" are also used as criteria for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "106" is whether or not the number of halfway terminations of the user is one or more. The condition of ID "107" is whether or not the user has a high frequency of premature termination. For example, if the number of premature terminations of the user is not 0 or the frequency of premature terminations of the user is high, it is considered that the user may have disconnected the power supply or communication connection of the game device 30 during the battle. Therefore, the conditions of IDs "106" and "107" are used as criteria for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The conditions of IDs "108" to "110" are conditions related to the user team or the opponent team.
The condition of ID "108" is whether or not the opponent team is a strong team. The condition of ID "109" is whether or not the ability parameter of the opponent team greatly exceeds the ability parameter of the user team. The condition of ID "110" is whether or not the condition parameter of the user team is low. For example, if the opponent team is a strong team, the user is more likely to be defeated. Therefore, if the opponent team is a strong team and the match ends in the middle, it is considered that the user may have disconnected the power supply or communication connection of the game device 30 during the match in order to avoid defeat. Be done. Therefore, the condition of ID "108" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the conditions of IDs "109" and "110" are also used as criteria for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The conditions of IDs "201" to "217" are conditions related to the game situation.
The condition of ID "201" is whether or not the score of the user team is less than the score of the opponent team. The condition of ID "202" is a condition of whether or not the score of the user team is 0 points. For example, if the score of the user team is less than the score of the opponent team at the end of the match, the user may have disconnected the power supply or communication connection of the game device 30 in order to avoid defeat. it is conceivable that. Therefore, the condition of ID "201" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the condition of ID "202" is also used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "203" is whether or not the number of red cards of the user team is one or more. The condition of ID "204" is whether or not the number of yellow cards of the user team is one or more. The condition of ID "205" is whether or not the remaining number of player substitutions of the user team is 0. For example, if the number of red cards of the user team is one or more at the time when the match ends in the middle, it is considered that the user team is in a disadvantageous situation compared to the opponent team at that time. Therefore, it is considered that the user may have disconnected the power supply or communication connection of the game device 30 during the battle. Therefore, the condition of ID "203" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the conditions of IDs "204" and "205" are also used as criteria for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "206" is whether or not the remaining time of the match is short. If the remaining time of the match is short when the match ends in the middle, it is considered that the user may have disconnected the power supply or communication connection of the game device 30 in order to avoid defeat. Therefore, the condition of ID "206" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "207" is whether or not the ball control rate of the user team is significantly lower than the ball control rate of the opponent team. If the ball control rate of the user team is significantly lower than the ball control rate of the opponent team at the time when the match ends in the middle, it is considered that the user team is in a disadvantageous situation compared to the opponent team at that time. Therefore, in this case, it is considered that the user may have disconnected the power supply or communication connection of the game device 30 during the battle. Therefore, the condition of ID "207" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "208" is whether or not the player object 56 of the opponent team holds the ball object 58 in the penalty area 55 of the user team. The "user team penalty area 55" is the penalty area 55 on the side where the user team goal object 54 is located. The "user team goal object 54" is a goal object 54 that the user should protect. The condition of ID "209" is whether or not the player object 56 of the opponent team holds the ball object 58 in the centerable area. The condition of ID "210" is that the number of player objects 56 of the user team located between the player object 56 holding the ball object 58 of the opponent team and the goal object 54 of the user team is one or less. It is a condition of whether or not. The condition of ID "211" is whether or not the opportunity for a free kick in front of the goal object 54 of the user team has just been given to the opponent team. The condition of ID "212" is whether or not the opportunity for a penalty kick has just been given to the opponent team. For example, if the player object 56 of the opponent team holds the ball object 58 in the penalty area 55 of the user team when the match ends in the middle, it is considered that the user team was in a disadvantageous situation at that time. .. Therefore, in this case, it is considered that the user who is afraid of losing points may intentionally disconnect the power supply and communication connection of the game device 30 during the battle. Therefore, the condition of ID "208" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the conditions of IDs "209" to "212" are also used as criteria for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "213" is whether or not the opponent team has just scored a score. The condition of ID "214" is whether or not the opponent team has just scored a winning point. The condition of ID "215" is whether or not the player object 56 of the user team has just failed the penalty kick. For example, if the time when the match ends in the middle is immediately after the opponent team scores a goal, it is considered that the user who does not like the goal may have disconnected the power supply or communication connection of the game device 30. Therefore, the condition of ID "213" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the conditions of IDs "214" and "215" are also used as criteria for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
The condition of ID "216" is whether or not the loss time is in progress. The condition of ID "217" is whether or not it is in the middle of a penalty kick battle. For example, if the time when the match ends in the middle is in the middle of the loss time, it is considered that the user may have disconnected the power supply or communication connection of the game device 30 in order to avoid defeat. Therefore, the condition of ID "216" is used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle. Based on the same idea, the condition of ID "217" is also used as a criterion for determining whether or not the user may have intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
[Main game processing execution unit] The main game processing execution unit 72 is realized by, for example, the control unit 31. The main game processing execution unit 72 executes processing for realizing a competitive soccer game. The main game processing execution unit 72 includes a game status data update unit 72a and a display control unit 72b.
[Game status data update department] The game status data update unit 72a updates the game status data stored in the game status data storage unit 70b by executing the game process at predetermined time (for example, 1/60 second). The operation of the game status data update unit 72a differs depending on whether the game device 30 plays the role of a game server or the game device 30 does not play the role of a game server. Details will be described later (see S301 in FIG. 17).
[Display control unit] The display control unit 72b displays the menu screen 40, the opponent guidance screen 45, and the match result screen 60 on the display unit 37. Further, the display control unit 72b generates a game screen showing the state in which the virtual three-dimensional space 50 is viewed from the virtual camera 59 during the game, based on the game status data stored in the game status data storage unit 70b. Then, the display control unit 72b displays the game screen on the display unit 37. The display control unit 72b updates the game screen at predetermined time (for example, 1/60 second) during the game.
[Mid-term end judgment unit] The halfway end determination unit 74 is realized by, for example, the control unit 31. The halfway end determination unit 74 determines whether or not the match (match) has ended in the middle. In the case of the present embodiment, the halfway end determination unit 74 determines whether or not the previous match has ended in the middle when the display of the menu screen 40 is started (see S101 in FIG. 4).
[Condition judgment unit] The condition determination unit 76 is realized by, for example, the control unit 31. The condition determination unit 76 determines whether or not each of the plurality of conditions stored in the condition storage unit 70c is satisfied based on the data stored in the game data storage unit 70. For example, the condition determination unit 76 determines whether or not the user's total battle result satisfies the conditions of IDs "101" to "107" based on the total battle result data or the battle history data. Further, for example, the condition determination unit 76 determines whether or not the user team or the opponent team satisfies the conditions of IDs "108" to "110" based on the team data of the user or the opponent. Further, for example, the condition determination unit 76 determines whether or not the game status satisfies the conditions of IDs "201" to "217" based on the game status data.
In the case of the present embodiment, the condition determination unit 76 determines whether or not the user's total competition results satisfy the conditions of IDs "101" to "107" before the start of the match, and determines whether the user team or the opponent team satisfies the conditions. Determines whether or not satisfies the conditions of IDs "108" to "110". Further, the condition determination unit 76 determines whether or not the game situation satisfies the conditions of IDs "201" to "217" during the game every predetermined time (for example, 1/60 second).
[Predetermined processing execution unit] The predetermined processing execution unit 78 is realized by, for example, the control unit 31. When it is determined by the halfway end determination unit 74 that the match has ended in the middle, the predetermined processing execution unit 78 determines whether or not the conditions of IDs "101" to "110" are satisfied, and the match is in the middle. A predetermined process is executed based on the determination result of whether or not the game status at the time of ending in is satisfied with the conditions of IDs "201" to "217".
[Point amount acquisition section and comparison section] The predetermined processing execution unit 78 includes a point amount acquisition unit 78a (numerical value acquisition means) and a comparison unit 78b. The point amount acquisition unit 78a determines whether or not the conditions of IDs "101" to "110" are satisfied, and the condition of the game status at the time when the match ends in the middle is IDs "201" to "217". Acquire the judgment result of whether or not the above is satisfied and the amount of points (numerical value) corresponding to.
In the case of the present embodiment, the point amount acquisition unit 78a calculates the total Pa of the point amount associated with the conditions determined to be satisfied among the conditions of the IDs 101 to 110. In addition, the point amount acquisition unit 78a calculates the total Pb of the point amount corresponding to the condition that the game situation is satisfied at the time when the match ends in the middle of the conditions of IDs "201" to "217". Then, the point amount acquisition unit 78a acquires the point amount (Pa + Pb) obtained by adding them. As described above, the condition determination unit 76 determines whether or not the game situation satisfies the conditions of IDs "201" to "217" during the game at predetermined time (for example, 1/60 second). The point amount acquisition unit 78a calculates the point amount Pb corresponding to the determination result of the conditions of IDs 201 to 217 every predetermined time (for example, 1/60 second) during the match. Therefore, the point amount acquisition unit 78a calculates the point amount (Pa + Pb) every predetermined time (for example, 1/60 second) during the match.
The comparison unit 78b compares the point amount (Pa + Pb) acquired by the point amount acquisition unit 78a with the predetermined reference point amount (Pc). In the case of the present embodiment, the comparison unit 78b determines whether or not the point amount (Pa + Pb) acquired by the point amount acquisition unit 78a is equal to or greater than the predetermined reference point amount (Pc). By the way, the case where the amount of points acquired by the point amount acquisition unit 78a is large is the case where there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle. Therefore, it can be said that the comparison unit 78b determines whether or not there is a high possibility that the user intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
In the case of the present embodiment, the comparison unit 78b determines whether or not the amount of points (Pa + Pb) acquired every predetermined time (for example, 1/60 second) during the match is equal to or greater than the predetermined reference point amount (Pc). Is determined. Then, the comparison unit 78b stores the data indicating the determination result in the game card 34.
When the halfway end determination unit 74 determines that the match has ended in the middle, the predetermined processing execution unit 78 executes the predetermined processing based on the comparison result by the comparison unit 78b. In the case of the present embodiment, when the comparison unit 78b determines that the point amount (Pa + Pb) acquired by the point amount acquisition unit 78a is equal to or greater than the predetermined reference point amount (Pc), the predetermined processing execution unit 78 Executes a predetermined process. That is, when it is determined that there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle, the predetermined processing execution unit 78 executes the predetermined processing.
In the case of the present embodiment, the "predetermined process" includes, for example, a process of updating the total battle record of the user. More specifically, the "predetermined process" includes a process of increasing the number of defeats of a user. Therefore, in the present embodiment, when the battle ends in the middle, if it is determined that there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle, the number of defeats of the user is Will be increased.
Further, in the case of the present embodiment, the "predetermined process" includes, for example, a process for restricting a user from playing against another user. More specifically, the "predetermined process" includes a process for preventing a user from playing against another user until the battle limit period has elapsed. Therefore, in the present embodiment, when the battle ends in the middle, if it is determined that there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle, the user is restricted to the battle. Until the deadline expires, you will not be able to play against other users.
Further, in the case of the present embodiment, the "predetermined process" includes, for example, a process of outputting a predetermined message. More specifically, the "predetermined process" includes a process of outputting a warning message to the user. Therefore, in the present embodiment, when the battle ends in the middle, if it is determined that there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle, a warning is given to the user. A message is output.
In the present embodiment, when it is determined that there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle when the battle ends in the middle, the predetermined processing execution unit 78 is shown in FIG. Instead of the menu screen 40 shown in FIG. 15, for example, the menu screen 40 as shown in FIG. 15 is displayed on the display unit 37. The menu screen 40 shown in FIG. 15 includes a warning message field 44 instead of the battle request button 43. A warning message for the user is displayed in the warning message field 44. Further, since the battle request button 43 is not displayed on the menu screen 40 shown in FIG. 15, the user cannot play against another user. In the following, the menu screen 40 shown in FIG. 5 will be referred to as a normal menu screen, and the menu screen 40 shown in FIG. 15 will be referred to as a restricted menu screen.
Next, the processing executed by each game device 30 in order to realize each of the above functional blocks will be described. 16 to 18 are flow charts showing processes executed by each game device 30. The control unit 31 executes the processes shown in FIGS. 16 to 18 according to the program stored in the game card 34.
In connection with the processing of FIGS. 16 to 18, for example, the data shown in FIG. 19 is stored in the EEPROM of the game card 34. The data shown in FIG. 19 includes a match start / end flag, a deliberate disconnection flag, and a match limit deadline. Details of these data will be described later.
FIG. 16 shows the processing executed by each game device 30 when the opponent guidance screen 45 is displayed (see S103 in FIG. 4).
As shown in FIG. 16, the control unit 31 first updates the battle start / end flag to 1 (S201). The control unit 31 initializes the value of the variable Pa to 0 and the value of the variable i to 101 (S202). Then, the control unit 31 determines whether or not the condition of the ID i is satisfied (S203).
When the variable i is 101, the control unit 31 determines whether or not the user's total battle result is a total win or not based on the total battle result data. When the variable i is 102, the control unit 31 determines whether or not the user's total conceded points are 0 points based on the total battle result data. When the variable i is 103, the control unit 31 determines whether or not the total number of fouls of the user is 0 based on the total battle result data. When the variable i is 104, the control unit 31 determines whether or not the user's last 10 battle results are all wins based on the battle history data. When the variable i is 105, the control unit 31 determines whether or not the user has scored 0 points in the last five battles based on the battle history data. When the variable i is 106, the control unit 31 determines whether or not the number of halfway ends of the user is one or more based on the total battle result data.
When the variable i is 107, the control unit 31 determines whether or not the user has a high frequency of premature termination based on the total battle result data. For example, the control unit 31 calculates the halfway end frequency by dividing the number of halfway ends by the number of battles. Then, the control unit 31 determines whether or not the halfway end frequency is equal to or higher than a predetermined reference frequency. When the halfway end frequency is equal to or higher than the predetermined reference frequency, the control unit 31 determines that the user's halfway end frequency is high.
When the variable i is 108, the control unit 31 determines whether or not the opponent team is a strong team based on the opponent's team data. In the case of the present embodiment, the game card 34 stores data indicating which of the plurality of teams prepared in advance is the strongest team. Based on this data, the control unit 31 determines whether or not the opponent team (that is, the team selected by the opponent from the above-mentioned plurality of teams) is a strong team. Note that the control unit 31 may calculate statistical values (for example, average values) of ability parameters of each player object 56 belonging to the opponent team. Then, the control unit 31 may determine whether or not the opponent team is a strong team by determining whether or not the statistical value is equal to or greater than the reference value.
When the variable i is 109, the control unit 31 determines whether or not the ability parameter of the opponent team greatly exceeds the ability parameter of the user team based on the team data of the user and the opponent. Here, the ability parameter of the opponent team is, for example, a statistical value (for example, an average value) of the ability parameter of each player object 56 belonging to the opponent team. Similarly, the ability parameter of the user team is, for example, a statistical value of the ability parameter of each player object 56 belonging to the user team. For example, the control unit 31 determines whether or not the ability parameter of the opponent team is higher than the ability parameter of the user team. When the ability parameter of the opponent team is higher than the ability parameter of the user team, the control unit 31 determines whether or not the difference between the ability parameters of the opponent team and the user team is equal to or greater than a predetermined reference difference.
When the variable i is 110, the control unit 31 determines whether or not the condition parameter of the user team is low based on the team data of the user. Here, the tone parameter of the user team is, for example, a statistical value (for example, an average value) of the tone parameter of each player object 56 belonging to the user team. For example, the control unit 31 determines whether or not the condition parameter of the user team is equal to or less than a predetermined reference value. When the condition parameter of the user team is equal to or less than a predetermined reference value, the control unit 31 determines that the condition parameter of the user team is low.
When it is determined in S203 that the condition of ID "i" is satisfied, the control unit 31 adds the point amount Pi of ID "i" to the variable Pa (S204). When it is determined in S203 that the condition of ID "i" is not satisfied, or after the processing of S204 is executed, the control unit 31 adds 1 to the value of the variable i (S205). Then, the control unit 31 determines whether or not the variable i is larger than 110 (S206). That is, the control unit 31 determines whether or not the determination of each condition of the IDs "101" to "110" is completed. When the variable i is 110 or less, the control unit 31 executes the processes of S203 to S206. On the other hand, when the variable i is larger than 110, the control unit 31 displays the opponent guidance screen 45 on the display unit 37 (S207). At this time, the value of the variable Pa is stored in the game card 34. The value of the variable Pa stored in the game card 34 is used in the processing described later (see S308 in FIG. 17).
FIG. 17 is a flow chart showing a process executed by each game device 30 at predetermined time (for example, 1/60 second) during a match (see S104 in FIG. 4).
As shown in FIG. 17, first, the control unit 31 updates the game status data stored in the main storage unit 32 (S301). The processing content of S301 differs depending on whether the game device 30 plays the role of a game server or the game device 30 does not play the role of a game server.
First, processing when the game device 30 plays the role of a game server will be described. In this case, the control unit 31 determines the operation content of the user based on the data input from the operation input unit 36. Further, the control unit 31 determines the operation content of the opponent based on the operation data transmitted from the opponent's game device 30. Then, the control unit 31 is based on the user's operation content, the opponent's operation content, the user's team data stored in the game card 34, and the opponent's team data stored in the main storage unit 32. , Update the game status data stored in the main memory 32.
For example, the state data of each player object 56 is updated based on the operation content of the user or the opponent, and the ability parameter and condition parameter of each player object 56. Further, for example, the state data of the ball object 58 is updated based on the operation content of the user or the opponent. Further, for example, the state data of the virtual camera 59 is updated based on the state data of the ball object 58. Further, for example, a scoring event of the user team or the opponent team is generated based on the state data of the ball object 58. For example, if the ball object 58 moves into the goal object 54 of the opponent team, a scoring event for the user team occurs. Further, for example, when the ball object 58 moves into the goal object 54 of the user team, a scoring event of the opponent team is generated. When a scoring event for the user team or the opponent team occurs, the scoring data is updated. Further, for example, a foul event of the user team or the opponent team is generated based on the state data of each player object 56. For example, when the player object 56 of the user team makes a sliding tackle with respect to the player object 56 of the opponent team, a foul event of the user team is generated based on the positional relationship of those player objects 56 and the like. When a foul event occurs for the user team or the opponent team, the foul data and yellow / red card data are updated. Further, for example, it is determined whether or not the player object 56 belonging to the user team or the opponent team holds the ball object 58, and the ball control time data is updated based on the determination result. In addition, match time data and player substitution data are also updated.
In this case, the control unit 31 transmits the game status update data indicating the update content of the game status data to the opponent's game device 30.
Next, processing when the game device 30 does not play the role of a game server will be described. In this case, the control unit 31 determines the operation content of the user based on the data input from the operation input unit 36. Then, the control unit 31 transmits operation data indicating the operation content of the user to the opponent's game device 30 (game server). Further, the control unit 31 receives the game status update data transmitted from the opponent's game device 30 (game server), and updates the game status data stored in the main storage unit 32 based on the game status update data. To do.
After the game status data is updated, the control unit 31 determines whether or not the match end timing has arrived based on the match time data (S302). Here, the match end timing is the timing at which the match ends normally, for example, the timing at which the match time has elapsed, or the timing at which the victory or defeat is confirmed in the penalty kick match. When the match end timing has not arrived, the control unit 31 initializes the value of the variable Pb to 0 and the value of the variable i to 201 (S303). Then, the control unit 31 determines whether or not the condition of the ID i is satisfied based on the game status data stored in the main storage unit 32 (S304).
When the variable i is 201, the control unit 31 determines whether or not the score of the user team is less than the score of the opponent team based on the score data. When the variable i is 202, the control unit 31 determines whether or not the score of the user team is 0 based on the score data. When the variable i is 203, the control unit 31 determines whether or not the number of red cards of the user team is one or more based on the yellow / red card data. When the variable i is 204, the control unit 31 determines whether or not the number of yellow cards of the user team is one or more based on the yellow / red card data. When the variable i is 205, the control unit 31 determines whether or not the remaining number of player substitutions of the user team is 0 based on the player substitution data.
When the variable i is 206, the control unit 31 determines whether or not the remaining time of the match is small based on the match time data. For example, the control unit 31 determines whether or not the remaining time of the match is less than or equal to a predetermined time. When the remaining time of the match is less than or equal to the predetermined time, the control unit 31 determines that the remaining time of the match is short.
When the variable i is 207, the control unit 31 determines whether or not the ball control rate of the user team is significantly lower than the ball control rate of the opponent team based on the ball control time data. For example, the control unit 31 calculates the ball control rate of the user team by dividing the ball control time of the user team by the elapsed time from the start of the game. The control unit 31 also calculates the ball control rate of the opponent team in the same manner. Then, the control unit 31 determines whether or not the ball control rate of the user team is lower than the ball control rate of the opponent team. When the ball control rate of the user team is lower than the ball control rate of the opponent team, the control unit 31 determines whether or not the difference in the ball control rate between the user team and the opponent team is equal to or greater than a predetermined reference difference. ..
When the variable i is 208, the control unit 31 determines whether or not the player object 56 of the opponent team holds the ball object 58 in the penalty area 55 of the user team, for example, based on the state data of each player object 56. To judge. For example, the control unit 31 determines whether or not the player object 56 of the opponent team holds the ball object 58 based on the state data (ball holding flag) of each player object 56 of the opponent team. When the player object 56 of the opponent team holds the ball object 58, the control unit 31 determines whether or not the player object 56 is located in the penalty area 55 of the user team, and the state data of the player object 56. Judgment is made based on (position data).
When the variable i is 209, the control unit 31 determines whether or not the player object 56 of the opponent team holds the ball object 58 in the centerable area, for example, based on the state data of each player object 56. To do. Here, the "centerable area" for the player object 56 of the opponent team is an area near the corner area 53 on the goal object 54 side of the user team. For example, the control unit 31 determines whether or not the player object 56 of the opponent team holds the ball object 58 based on the state data (ball holding flag) of each player object 56 of the opponent team. When the player object 56 of the opponent team holds the ball object 58, the control unit 31 determines whether or not the player object 56 is located in the centerable area, and the state data (position) of the player object 56. Judgment based on data).
When the variable i is 210, the control unit 31 determines that the number of player objects 56 of the user team located between the player object 56 of the opponent team holding the ball object 58 and the goal object 54 of the user team is Whether or not there is one or less is determined based on, for example, the state data of each player object 56.
When the variable i is 211, the control unit 31 determines whether or not the opportunity for a free kick in front of the goal object 54 of the user team has just been given to the opponent team. Note that the opportunity for a free kick in front of the goal object 54 of the user team is given to the opponent team when a foul event of the user team occurs in front of the goal object 54 of the user team (that is, the user team). When the player object 56 of the user team commits a foul in front of the goal object 54 of. For example, the control unit 31 determines whether or not the elapsed time from the occurrence of the user team file event in front of the user team goal object 54 is within a predetermined time (for example, 10 seconds).
When the variable i is 212, the control unit 31 determines whether or not the penalty kick opportunity has just been given to the opponent team. The opportunity for a penalty kick is given to the opponent team when a foul event of the user team occurs in the penalty area 55 on the goal object 54 side of the user team (that is, on the goal object 54 side of the user team). (If player object 56 of the user team commits a foul in penalty area 55). For example, the control unit 31 determines whether or not the elapsed time from the occurrence of the file event of the user team within the penalty area 55 on the goal object 54 side of the user team is within a predetermined time (for example, 10 seconds). ..
When the variable i is 213, the control unit 31 determines whether or not the opponent team has just scored a score. For example, the control unit 31 determines whether or not the elapsed time from the occurrence of the scoring event of the opponent team is within a predetermined time (for example, 10 seconds).
When the variable i is 214, the control unit 31 determines whether or not the opponent team has just scored a winning point. In addition, "the opponent team puts the winning point" means that the opponent team puts one point in the state where the points of both teams are the same. For example, the control unit 31 determines whether or not the elapsed time from the scoring event of the opponent team occurring in the state where the scores of both teams are tied is within a predetermined time (for example, 10 seconds). Whether or not the scores of both teams are tied is determined based on the score data.
When the variable i is 215, the control unit 31 determines whether or not the player object 56 of the user team has just failed the penalty kick. When the variable i is 216, the control unit 31 determines whether or not the current loss time is in progress based on the match time data. When the variable i is 217, the control unit 31 determines whether or not the current penalty kick battle is in progress.
When it is determined in S304 that the condition of ID "i" is satisfied, the control unit 31 adds the point amount Pi of ID "i" to the variable Pb (S305). After that, the control unit 31 adds 1 to the variable i (S306). Then, the control unit 31 determines whether or not the variable i is larger than 217 (S307). That is, the control unit 31 determines whether or not the determination of each condition of the IDs "201" to "217" is completed. When the variable i is 217 or less, the control unit 31 executes the processes of S304 to S307.
On the other hand, when the variable i is larger than 217, the control unit 31 determines whether or not the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc (S308). When the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc, the control unit 31 updates the intentional disconnection flag to 1 (S309). On the other hand, when the sum of the variables Pa and Pb is less than the predetermined reference point amount Pc, the control unit 31 updates the intentional disconnection flag to 0 (S310).
Here, when the sum of the variables Pa and Pb becomes large, it is presumed that the current game situation (scene) is likely to cause the user to intentionally disconnect the power supply or communication connection of the game device 30. Is the case. That is, when the sum of the variables Pa and Pb becomes large, it is highly likely that the user intentionally disconnected the power supply and communication connection of the game device 30 if the battle ended at this point. If this is the case. Therefore, in S308, it can be determined whether or not the current game situation is a situation in which it is highly likely that the user intentionally disconnects the power supply or communication connection of the game device 30. .. In addition, the intentional disconnection flag indicates whether or not the current game situation is a situation in which it is presumed that the user is likely to intentionally disconnect the power supply or communication connection of the game device 30.
After the processing of S309 or S310 is executed, the control unit 31 updates the game screen (S311). The control unit 31 generates a game screen showing the state of the virtual three-dimensional space 50 viewed from the virtual camera 59 based on the game status data stored in the main storage unit 32. The generated game screen is displayed on the display unit 37.
When it is determined in S302 that the match end timing has arrived, the control unit 31 updates the total match result data and the match history data based on the match progress data (S312). In addition, the control unit 31 updates the battle start / end flag to 0 (S313). After that, the control unit 31 displays the match result screen 60 on the display unit 37 (S314: see S105 in FIG. 4).
By the way, the battle start / end flag is updated to 1 when the opponent guidance screen 45 is displayed (see S201 in FIG. 16). In addition, the match start / end flag is updated to 0 when the match result screen 60 is displayed (when the match is completed to the end) (see S312 in FIG. 17). Therefore, when the match (match) ends in the middle, the match start / end flag stored in the memory card 34 is not updated to 0, but remains 1.
FIG. 18 is a flow chart showing a process executed by each game device 30 when the menu screen 40 is displayed (see S101 in FIG. 4).
As shown in FIG. 18, the control unit 31 first determines whether or not the battle start / end flag is 1 (S401). As described above, the case where the match start / end flag is 1 is the case where the previous match (match) ends in the middle. That is, in S401, it is determined whether or not the previous match (match) has ended in the middle.
When the battle start / end flag is 1, the control unit 31 adds 1 to the number of halfway ends held in the total battle result data (S402). After that, the control unit 31 determines whether or not the intentional disconnection flag is 1 (S403).
Here, when the intentional disconnection flag is determined to be 1 in S403, it is highly probable that the user intentionally disconnects the power supply and communication connection of the game device 30 in the previous match. This is the case when the situation ends. That is, when the intentional disconnection flag is determined to be 1 in S403, it is possible that the reason why the previous match ended in the middle is that the user disconnected the power supply or communication connection of the game device 30 during the match. This is the case when the sex is high.
In this case, the control unit 31 updates the total battle record held in the total battle record data (S404). That is, 1 is added to the number of battles and the number of defeats. The control unit 31 also sets a battle limit deadline (S405). For example, the match limit deadline is determined three days after the current date and time. Then, the battle limit period is saved in the game card 34 (see FIG. 19). In addition, the control unit 31 initializes the battle start / end flag and the intentional disconnection flag to 0 (S406). After that, the control unit 31 displays the restriction menu screen (see FIG. 15) on the display unit 37 (S407).
On the other hand, when it is determined in S403 that the intentional disconnection flag is not 1, it is presumed that the user is unlikely to intentionally disconnect the power supply or communication connection of the game device 30 in the previous match. When finished. That is, when it is determined that the intentional disconnection flag is not 1 in S403, it is possible that the reason why the previous match ended in the middle is that the user disconnected the power supply or communication connection of the game device 30 during the match. Is low. In other words, when it is determined that the intentional disconnection flag is not 1 in S403, it is highly possible that the reason why the previous match ended in the middle is, for example, a problem occurred in the communication network 12. This is likely to be because the opponent intentionally disconnected the power supply or communication connection of the game device 30 during the battle.
In this case, the control unit 31 initializes the battle start / end flag to 0 (S408). After that, the control unit 31 displays the normal menu screen (see FIG. 5) on the display unit 37 (S409).
If it is determined in S401 that the battle start / end flag is not 1, the control unit 31 determines whether or not the battle restriction deadline is set (S410). That is, the control unit 31 determines whether or not the battle limit period is stored in the game card 34. If the battle limit deadline is not set, the control unit 31 displays the normal menu screen on the display unit 37 (S409). On the other hand, when the battle limit deadline is set, the control unit 31 determines whether or not the battle limit deadline has passed (S411). For example, if the match limit is set to July 29, 2007, as shown in Figure 19, is it past July 29, 2007 (that is, after July 30, 2007)? Whether or not) is determined. If the battle restriction deadline has not passed, the control unit 31 displays the restriction menu screen on the display unit 37 (S407). For example, if the match limit is set to July 29, 2007 as shown in Fig. 19, until July 30, 2007 (that is, 2007), for example, as shown in Fig. 15. A message prompting the user to wait for the next match (until July 29th) is displayed on the restricted menu screen.
On the other hand, if the battle limit has expired, the control unit 31 clears the battle limit (S412). That is, the control unit 31 deletes the battle limit period stored in the game card 34. After that, the control unit 31 displays the normal menu screen on the display unit 37 (S409).
In the network game system 10 described above, a plurality of determination criteria for determining whether or not the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle are stored (FIGS. 13 and 14). reference). When the match ends in the middle, the user uses the game device during the match based on the judgment result of whether or not each of the plurality of criteria is satisfied at the end of the match (when the power supply or communication connection is disconnected). It is determined whether or not the power supply and communication connection of 30 are intentionally disconnected. According to the network game system 10, it becomes possible for the user to determine whether or not the power supply or communication connection of the game device 30 is intentionally disconnected during the battle.
Further, in the network game system 10, points are set for each of a plurality of judgment criteria (see FIGS. 13 and 14). Then, if the match ends in the middle, the total of the points associated with the criteria determined to be satisfied at the end of the match (when the power supply or communication connection is disconnected) is acquired from among the multiple criteria. Will be done. Then, when the total of the points is equal to or more than a predetermined reference value, it is determined that the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle. According to the network game system 10, weights can be set for each of a plurality of determination criteria. As a result, it is possible to improve the accuracy of determining whether or not the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle.
Further, in the network game system 10, if it is determined that the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle, a warning message is displayed on the menu screen 40 (see FIG. 15). According to the network game system 10, it is possible to urge the user not to intentionally disconnect the power supply or communication connection of the game device 30 during the battle.
Further, in the network game system 10, if it is determined that the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle, the user will be with another user until the battle restriction period expires. You will not be able to play a match (see Figure 15). According to the network game system 10, it is possible to urge the user not to intentionally disconnect the power supply or communication connection of the game device 30 during the battle.
Further, in the network game system 10, if it is determined that the user intentionally disconnects the power supply or communication connection of the game device 30 during the battle, the number of defeats of the user is increased (see S404 in FIG. 18). Therefore, it is meaningless for the user to intentionally disconnect the power supply and communication connection of the game device 30 during the battle for the purpose of avoiding defeat. According to the network game system 10, it is possible to urge the user not to intentionally disconnect the power supply or communication connection of the game device 30 during the battle.
The present invention is not limited to the embodiments described above.
For example, the point amount P corresponding to the condition of ID "104"<sub>104</sub>May change according to the number of consecutive wins of the user. Similarly, the amount of points P corresponding to the condition of ID "105"<sub>105</sub>May change according to the number of consecutive no-goal games.
Further, for example, in S204 of FIG. 16, 1 may be added to the value of the variable Pa. In this case, the variable Pa indicates the number of conditions that the user's total battle record, the user team, or the opponent team is satisfied with among the conditions of IDs "101" to "110". Further, in S305 of FIG. 17, 1 may be added to the value of the variable Pb. In this case, the value of the variable Pb indicates the number of the conditions of the IDs "201" to "217" that satisfy the game situation at that time. In this way, the point acquisition unit 78a may acquire the number of conditions determined to be satisfied among the plurality of conditions stored in the condition storage unit 70c as the point amount. When many of the plurality of conditions stored in the condition storage unit 70c are satisfied, it can be considered that there is a high possibility that the user has disconnected the power supply or communication connection of the game device 30 during the battle. .. Therefore, even in this way, it becomes possible for the user to determine whether or not the power supply and communication connection of the game device 30 are intentionally disconnected during the battle.
Further, for example, instead of the intentional disconnection flag, the values of the variables Pa and Pb may be stored in the game card 34. Alternatively, the total value of the variables Pa and Pb may be stored in the game card 34. In this case, the processing of S308 to S310 can be omitted in the processing of FIG. Further, in the process of S403 in FIG. 18, it is determined whether or not the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc. Then, when the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc, the processes S404 to S407 are executed. On the other hand, when the sum of the variables Pa and Pb is less than the predetermined reference point amount Pc, the processes S408 to S409 are executed.
Further, for example, instead of the intentional disconnection flag, the determination result data indicating the determination result in S203 of FIG. 16 and S304 of FIG. 17 may be stored in the game card 34. FIG. 20 shows an example of determination result data. The "judgment result flag" takes a value of 0 or 1. A value "0" indicates that the condition is not satisfied, and a value "1" indicates that the condition is satisfied. In this case, in S403 of FIG. 18, the following processing is executed. That is, first, the values of the variables Pa and Pb are acquired based on the determination result data. After that, it is determined whether or not the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc. Then, when the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc, the processes S404 to S407 are executed. On the other hand, when the sum of the variables Pa and Pb is less than the predetermined reference point amount Pc, the processes S408 to S409 are executed.
Further, for example, instead of the intentional disconnection flag, the value of the variable Pa and the game status data may be stored in the game card 34. In this case, the processes of S303 to S310 can be omitted in the process of FIG. In this case, in S403 of FIG. 18, the following processing is executed. That is, based on the game status data stored in the game card 34, it is determined whether or not the conditions of IDs "201" to "217" are satisfied. In this case, the game status data at the end of the previous match is saved in the game card 34, so here, the game status at the end of the previous match satisfies the conditions of IDs "201" to "217". It will be determined whether or not to do so. Then, the point amount Pb corresponding to the determination result of the conditions of IDs "201" to "217" is acquired. After that, it is determined whether or not the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc. Then, when the sum of the variables Pa and Pb is equal to or greater than the predetermined reference point amount Pc, the processes S404 to S407 are executed. On the other hand, when the sum of the variables Pa and Pb is less than the predetermined reference point amount Pc, the processes S408 to S409 are executed.
Further, for example, when it is determined in S403 of FIG. 18 that the intentional disconnection flag is 1, in S405, the team data of the user may be updated instead of setting the battle limit deadline. In this way, the predetermined processing execution unit 78 may update, for example, the ability parameter or the tone parameter of the player object 56 belonging to the user team so that the ability of the player object 56 decreases.
Also, for example, one of the user's game device 30 and the opponent's game device 30 does not play the role of a game server, but the network game management device 20 (or another server computer) plays the role of a game server. You may try to fulfill it. In this case, the game status data is stored in the network game management device 20, and a copy of the game status data is stored in the game device 30 of the user and the opponent. In addition, the operation content performed by each game device 30 is notified to the server computer via the communication network 12. Then, in the network game management device 20, the game status data is updated based on the operation content performed by each game device 30. After that, the game status update data indicating the update content of the game status data is transmitted to each game device 30. In this case, the total battle result storage unit 70a, the game status data storage unit 70b, the condition storage unit 70c, the halfway end determination unit 74, the condition determination unit 76, and the predetermined processing execution unit 78 are realized by the network game management device 20. You may. The predetermined processing execution unit 78 may return a warning message to the user's game device 30 when the user logs in to the network game system 10 or receives battle request data from the user. Further, the predetermined processing execution unit 78 may not accept the user's login request data and the battle request data until the battle restriction deadline has passed.
Further, for example, the network game provided by the network game system 10 may be a game other than a soccer game (for example, a mahjong game or a fighting game). For example, when the network game provided by the network game system 10 is a fighting game in which the game is played three times, the condition for determining whether or not the user has disconnected the power supply or communication connection of the game device 30 during the battle is used. For example, a condition of whether or not the physical strength parameter of the opponent's character is larger than the physical strength parameter of the user's character, a condition of whether or not the number of times the opponent has won is greater than the number of times the user has won, and the like are included. .. Further, for example, the network game provided by the network game system 10 may be a game in which three or more users participate.
<figref num="1">It is a figure which shows the whole structure of the network game system which concerns on this embodiment.</figref><figref num="2">It is a figure which shows the hardware configuration of the network game management apparatus.</figref><figref num="3">It is a figure which shows the hardware configuration of a game apparatus.</figref><figref num="4">It is a figure which shows the flow of a competitive soccer game.</figref><figref num="5">It is a figure which shows an example of a menu screen.</figref><figref num="6">It is a figure which shows an example of the opponent guide screen.</figref><figref num="7">It is a figure which shows an example of a virtual three-dimensional space.</figref><figref num="8">It is a figure which shows an example of the game situation data.</figref><figref num="9">It is a figure which shows an example of the game result screen.</figref><figref num="10">It is a functional block diagram of the network game system which concerns on this embodiment.</figref><figref num="11">It is a figure which shows an example of the total battle result data.</figref><figref num="12">It is a figure which shows an example of the battle history data.</figref><figref num="13">It is a figure which shows an example of the condition data.</figref><figref num="14">It is a figure which shows an example of the condition data.</figref><figref num="15">It is a figure which shows an example of a menu screen.</figref><figref num="16">It is a flow chart which shows the process which is executed when the opponent guidance screen is displayed.</figref><figref num="17">The process executed at predetermined time intervals during the game will be described.</figref><figref num="18">It is a flow chart which shows the process which is executed when a menu screen is displayed.</figref><figref num="19">It is a figure which shows an example of the data stored in a game card.</figref><figref num="20">It is a figure which shows an example of the determination result data.</figref>
Code description
10 network game system, 12 communication network, 20 network game management device, 21 control unit, 22 main memory unit, 23 auxiliary storage unit, 24 optical disk reader, 25 communication interface, 30 game device, 31 control unit, 32 main memory unit , 33 card slot, 34 game card, 35 communication interface, 36 operation input section, 37 display section, 38 audio output section, 40 menu screen, 41 total match record button, 42 team setting button, 43 match request button, 44 warning message Field, 45 Opponent Information Screen, 46 Opponent Information Field, 47 Opponent Message Field, 50 Virtual 3D Space, 52 Field Object, 53 Corner Area, 54 Goal Object, 55 Penalty Area, 56 Player Object, 58 Ball Object, 59 virtual camera, 60 match result screen, 61 match result display column, 62 opponent message column, 70 game data storage section, 70a total match result storage section, 70b game status data storage section, 70c Condition storage unit, 72 main game processing execution unit, 72a game status data update unit, 72b display control unit, 74 halfway end judgment unit, 76 condition judgment unit, 78 predetermined processing execution unit, 78a point amount acquisition unit, 78b comparison unit.
21 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2013520736A | Cited by | Japan | Examiner |
| JP2010227453A | Cited by | Japan | Search report |
| JP2011110323A | Cited by | Japan | Examiner |
| US9713773B2 | Cited by | United States of America | Applicant |
| JP2020099448A | Cited by | Japan | Search report |
| JP2011019611A | Cited by | Japan | Search report |
| JP2001187273A | Cites | Japan | Examiner |
| JP2004000680A | Cites | Japan | Examiner |
| JP2004154365A | Cites | Japan | Examiner |
| JP2004222805A | Cites | Japan | Examiner |
| JP2006223496A | Cites | Japan | Examiner |
| WO2007094215A1 | Cites | World Intellectual Property Organization (WIPO) | Examiner |
| JPH1042062A | Cites | Japan | Examiner |
17 members in 8 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2007217670 | Japan | A | |
| JP20070217670 | – | – | – |
Members17
| Document | Office | Kind | |
|---|---|---|---|
| WO2009025124A1 | World Intellectual Property Organization (WIPO) | A1 | |
| JP2009050323AThis record | Japan | A | |
| KR20090080109A | Republic of Korea | A | |
| TW200932315A | Taiwan Province of China | A | |
| EP2191879A1 | European Patent Office (EPO) | A1 | |
| CN101778657A | China | A | |
| EP2191879A4 | European Patent Office (EPO) | A4 | |
| US2011275439A1 | United States of America | A1 | |
| EP2191879B1 | European Patent Office (EPO) | B1 | |
| AT533542T | Austria | T | |
| ATE533542T1 | Austria | T1 | |
| EP2409745A1 | European Patent Office (EPO) | A1 | |
| JP4933381B2 | Japan | B2 | |
| TWI364310B | Taiwan Province of China | B | |
| CN101778657B | China | B | |
| KR101285436B1 | Republic of Korea | B1 | |
| US9375642B2 | United States of America | B2 |
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Numbers
- Publication
- 2009050323
- Publication, DOCDB
- 2009050323
- Publication, EPODOC
- JP2009050323
- Application
- 217670
- Application, DOCDB
- 2007217670
- Application, EPODOC
- JP20070217670
Titles2
- Japanese
- ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法及びプログラム
- English
- Network game system, network game system control method, game device, game device control method and program
Classification
- CPC, 9
- A63F13/12
- G06Q50/10
- A63F13/49
- A63F2300/554
- A63F2300/5586
- A63F2300/572
- A63F2300/8011
- A63F13/30
- A63F13/812
- IPC, 7
- A63F13 33
- A63F13 00
- A63F13 12
- A63F13 46
- A63F13 49
- A63F13 79
- A63F13 85