WO2006030598A1 - ゲーム成績評価方法及び装置 - Google Patents
ゲーム成績評価方法及び装置 Download PDFInfo
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- WO2006030598A1 WO2006030598A1 PCT/JP2005/015001 JP2005015001W WO2006030598A1 WO 2006030598 A1 WO2006030598 A1 WO 2006030598A1 JP 2005015001 W JP2005015001 W JP 2005015001W WO 2006030598 A1 WO2006030598 A1 WO 2006030598A1
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- Prior art keywords
- team
- rank
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- game
- players
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Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game score evaluation method for evaluating game scores obtained by playing a game by a plurality of players and displaying the evaluation results.
- the player is motivated to participate in the game by obtaining more points or clearing a more difficult game stage.
- showing the position of the player in the large number of player groups also stimulates the player's willingness to participate in the war and skill up.
- players can know their rankings nationwide or worldwide based on their scores.
- a ranking display that indicates the position of a game result of a player in the whole country or in a store is generally performed. Based on this display, each player is expected to actively participate in the rank-up. However, for some average players who are unusual for some extraordinary players or less, absolute evaluation of game performance may be a distraction. If only the extraordinary players occupy the top rank, the rankings for stimulating the players' willingness to participate will be adversely affected. On the other hand, even if a player with no skill can easily rank up, the skill level is high and the player's willingness to participate is reduced.
- the ranking display performed after the game ends, the player's willingness to improve skills is stimulated, there are weak rankings that provoke the player's willingness to continue.
- the ranking display only shows the absolute evaluation of the player based on the game results, and does not give the game fun after the game ends! /.
- an object of the present invention is to provide a game score evaluation method that uses game scores and can give any player the will to participate in the next battle after the game ends. Disclosure of the invention
- Invention 1 provides a game score evaluation method in which a plurality of players play a game respectively, and the obtained game scores are totaled and the total results are evaluated.
- the method includes the following steps.
- C a team formation step for forming a plurality of teams including at least one player for each rank to which the player belongs in the initial rank determination step;
- each team's rank-up / rank-down / rank-keeping is judged based on each team's performance, and each team and A rank redetermining step for redetermining the rank of the players belonging to each team;
- the predetermined period is one month and the rank is A, B, C.
- all players belong to one of the ranks, for example, rank B, and for example, three teams Tl, T2, and T3 are organized.
- the ranks of the three teams are updated based on the results after the first month.
- team T1 and its players are ranked A
- team T2 and its players are ranked B
- team T3 and its players are ranked C.
- teams T1 to T3 that were formed during the past month will be eliminated.
- the teams for the next month are reorganized.
- the rank of the team and its players for each rank A, ⁇ , C Update After the rank is updated, the old team is eliminated and a new team is reorganized for each rank.
- the team's overall score improves the team level. Eventually, this will lead to an improvement in the level of the player who is a team member. Even if a team member's ability is strong or weak, a weak team member may be able to upgrade to a rank higher than his or her own ability due to the contribution of a strong team member to the team. Therefore, even players with little skill are willing to participate. On the other hand, highly skilled players are willing to participate in order to lead their team and themselves to rank up.
- the skillful player helps the player without skill in a kind of team battle called team battle, thereby encouraging the player with no skill to participate. Also, by bringing the spirit of mutual assistance through team battles, it is possible to enhance the sense of responsibility and motivation of skilled players.
- the invention 2 is the invention 1, wherein the team performance calculation step (D), the rank re-determination step (E), and the team re-organization step (F), for each predetermined period, A game performance evaluation method is further provided that further includes a repetition step of repeating.
- the rank is reviewed for a predetermined period, for example, every month, and the team is reorganized.
- the team performance is evaluated, and the rank is re-determined and the team is re-organized based on the evaluation. Repeat this.
- Team reorganization may be done randomly or so that each team's competence is averaged. You may reorganize according to a player's game results. The higher the rank, the smaller the number of people in one team, and the greater the influence that each player's contribution to the team has on the team results. As a result, unskilled players are gradually screened, and only true talents are ranked up.
- the invention 3 is the invention 1 or 2, wherein a plurality of teams are created for each rank in which the player exists based on the cumulative value of the game results of each player in the predetermined period. Provide a game performance evaluation method. The game results of each player for a given period
- N teams can be organized for each rank so that the average total score of N teams of each rank is approximately the same according to the total game score of the player for one month.
- the N teams' abilities in each rank are almost equal, and the team battle closes and the fun of the team battle increases.
- N teams may be generated in the order of the total score of the game. In that case, the strong players will continue to rank up, so the strong player's willingness to participate can be further drawn.
- the invention 4 provides the game score evaluation method according to any one of the inventions 1 to 3, further comprising a storage step.
- the storing step stores the cumulative value of the game results of the game performed by each player in the period and the score of each team in the period as points.
- the performance of each team in the period is represented by points.
- This method also includes a bonus step.
- an arbitrary point P is subtracted from the result of the team T2 stored in the storing step after the game by the arbitrary player PT1 of a certain team T1 is completed. Further, in the bonus step, the point P is added to the accumulated value of the game result of the player PT1 stored in the storage step and the result of the team T1 to which the player belongs.
- the game score evaluation in which the bonus step leaves the cumulative value of the game scores of each player of the team T2 stored in the storage step Provide a method.
- the invention 6 provides the game performance evaluation method according to any one of the inventions 1 to 5, wherein the initial rank determination step assigns all the plurality of players to the lowest rank among the L ranks. .
- the rank re-determination step accepts the participation of a new player after the predetermined period starts.
- the team reorganization step assigns a new player to any team of the lowest rank.
- the invention 7 provides the game performance evaluation method according to the inventions 1 to 6, further comprising a display step.
- the display step includes the results of each team during the predetermined period and
- the invention 8 provides the game score evaluation method according to the invention 7, wherein the display step displays a change in the score of the team of the player every time the game score of an arbitrary player is obtained.
- the invention 9 provides a game score evaluation apparatus that counts game scores obtained by a plurality of players respectively playing a game and evaluates the count results.
- This apparatus includes the following means.
- a cumulative value of the game results of the game played by players belonging to each team during a predetermined period is calculated, and based on the calculated cumulative value of the game results of each player, the performance of each team in the period Team performance calculation means for calculating
- each team's rank-up / rank-down / rank-keeping is judged based on each team's performance, and each team and Rank re-determination means for re-determining the rank of players belonging to each team;
- This device has the same effects as the first aspect of the invention.
- the invention 10 provides a game score evaluation program for a plurality of players playing a game, summing up the obtained game scores, and evaluating the count results.
- This program causes the computer to function as the following means.
- a cumulative value of the game results of the game played by players belonging to each team during a predetermined period is calculated, and based on the calculated cumulative value of the game results of each player, the performance of each team in the period Team performance calculation means for calculating
- each team's rank up or down or rank keep is judged based on the performance of each team.
- the score obtained by playing the game can be used to give the player a willingness to participate in the next battle after the game ends.
- the player can enjoy the fun of the team battle and the fun of the individual battle.
- FIG. 1 Explanatory diagram of team generation and rank update
- FIG. 2 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment.
- FIG. 4 is an external perspective view of a music game device which is a specific example of a game terminal device.
- FIG. 8 is an explanatory diagram showing the functional configuration of the CPU of the game terminal device
- FIG. 11 (a) Conceptual diagram of rank re-determination when a predetermined period T has passed since the previous rank re-determination (b) Conceptual diagram of team reorganization after rank re-determination
- FIG. 12 is an explanatory diagram showing a method of rewriting personal data by means of rank determination and team organization.
- FIG. 15 is an explanatory diagram showing an example of the flow of processing between the center server and the game terminal device.
- FIG. 16 is a flowchart showing an example of the flow of team formation processing.
- a plurality of ranks are set for players who play a game, and a plurality of teams having one or more player powers are organized for each rank.
- Each team will perform a team battle against the team within the rank.
- the team and player ranks are updated based on the results of the team battle.
- the team score that determines the result of the team battle is the cumulative game score of the players in the team.
- the determination of the team results and the update of the rank are performed for a predetermined period T, for example, every month. After a certain period of time elapses, the ranks of all players are updated and all teams are reorganized.
- FIG. 1 (a) shows an initial state when ranks S to CIII are set.
- the initial state is the state before the team battle against the team is started. In the initial state, all players belong to the lowest rank cm. Players are organized into N teams ⁇ 1, ⁇ 2,. Each team is composed of Hayato players.
- FIG. 1 (b) shows the dispersed state of the players after a predetermined period T has elapsed from the initial state. Based on the results of each team, some players of rank cm are ranked up one rank en. Then, the old team is eliminated in this state, and the players are reorganized into multiple teams within each rank cn, cm rank. In this figure, N teams are organized in each rank. Each team of rank en is composed of ⁇ players, and each team of rank cm is composed of X players.
- FIG. 2 is an explanatory diagram showing the overall configuration of the game system according to the first embodiment of the present invention.
- This game system includes a center server 100 and a plurality of game terminal devices 200a, b,.
- the game system may further include mobile phones 150a, b ... and personal computers 160a, b ....
- the game terminal device 200, the mobile phone 150, and the personal computer 160 are connected to the center server 100 via a network 300 such as the Internet.
- the center server 100 stores personal data of each player and team data of each team, and transmits the personal data and team data to the request source in response to a request from the game terminal device 200.
- the center server 100 includes the following elements (a) to (e).
- CPU 101 A plurality of functions to be described later are realized based on a control program stored in ROM 103 or RAM 102.
- RAM102 Temporarily stores control programs, personal data, team data, etc.
- ROM103 Stores control programs and the like.
- Network communication unit 104 Sends and receives data to and from the game terminal device 200, the mobile phone 150, and the personal computer 160 via the network 300.
- Data storage unit 105 Stores personal data such as game results for each player transmitted from the game terminal device 200, and team data.
- Personal data includes player ID, authentication information such as a word, affiliation rank ID, affiliation team ID, accumulated game results, and skill points that indicate the level of proficiency of the player.
- team data Examples include affiliation rank ID and team performance.
- FIG. 3 shows an example of the configuration of the game terminal device 200.
- the game terminal device 200 acquires display data necessary for displaying the team results from the center server 100. Based on the acquired data, the result of the team battle against the team or its progress is displayed.
- the game terminal device 200 has the following elements (a) to (m)!
- RAM 202 Temporarily stores various game data such as various variables and parameters.
- ROM203 Stores the control program, various parameters, and the shape of the display area that displays the superiority or inferiority of team results.
- Network communication unit 204 Sends / receives data to / from the center server 100 via the network 300, and receives team data and personal data.
- Monitor 206 Displays game images, game results of players, superiority or inferiority among teams.
- Drawing processing unit 205 Generates image data to be displayed on the monitor 206.
- Speaker 208 Outputs sound such as sound effects when playing games, displaying demo screens, and displaying game results.
- Audio playback unit 207 Generates sound data to be output to the speaker 208.
- Input operation unit 211 This embodiment is a guitar controller shaped like a guitar. In addition, a joystick or operation buttons may be included. The input operation unit 211 receives an instruction input from the player.
- Card reader / writer 212 Reads data such as a player ID from the inserted magnetic card and writes game results as necessary.
- Coin accepting unit 213 Accepts credits from inserted coins.
- External device control unit 210 Input operation unit, card reader / writer 212 and coin acceptance unit 21 Control external devices such as 3.
- External input / output control unit 209 Generates control signals for external devices such as an input operation unit, a card reader / writer 212, and a coin receiving unit 213. It also receives detection signals from external devices and sends them to CPU201.
- FIG. 4 is an external perspective view of a music game device which is a specific example of the game terminal device 200.
- the music game apparatus is provided with a monitor 206 on the front surface of the housing.
- an input operation unit 21 la such as a start button is provided on the left and right sides of the monitor 206, and two left and right coin receiving units 213 are provided below the input operation unit 21la.
- a card reader / writer 212 is provided below the coin receiving unit 213.
- a simulated musical instrument that is, a guitar controller 21 lb, is placed as an input operation unit 211 for the player to input a rhythm sound.
- a speaker 208 is provided at the upper part of the housing of the monitor 206 to produce an effect on the performance music. If two guitar controllers (21 lb) are installed side by side, two players can play music games by inputting and operating each guitar controller (21 lb).
- FIG. 5 is an enlarged view of the guitar controller.
- the guitar controller 21 lb has three types of neck buttons R, G and B for selecting the type of rhythm sound.
- the guitar controller 211b has picking input means 211b-1 for determining the output timing of the rhythm sound selected by at least one neck button. Further, the guitar controller 211b has a switching switch 21 lb-2 which is arranged below the picking input means 211b-1 and switches the output mode of the rhythm sound.
- the game terminal device 200 configured as described above performs a game in the following manner in accordance with the control program stored in the ROM 203.
- the player inserts his own magnetic card into the card reader / writer 212 and inserts coins into the coin receiving unit 213.
- the game terminal device 200 reads the player ID for identifying the player with the magnetic card power inserted in the card reader / writer 212, and requests the input of a password. To do.
- the entered password is checked against the data of the center server 110 and personal authentication is performed.
- the CPU 201 executes the control program and the game is started.
- FIG. 6 is an example of a screen 223 displayed on the monitor 206.
- a notch 224 indicating the operation timing for each rhythm sound corresponding to each performance piece (BGM) is displayed on the notation display unit 221 for each rhythm sound as shown in FIG.
- the note 224 moves sequentially in the direction of the force (in the direction of arrow C in FIG. 6) to the reference line 222 of the notch display unit 221, independently for each rhythm sound as the performance music progresses.
- the time when the notch 224 and the reference line 222 match is the operation timing at which the player should operate the picking input means 211b-1.
- the player confirms the position of this notch 224, operates the neck buttons R, G, B with one hand in accordance with the rhythm sound, and picking input means 211b-1 with the other hand and the switching switch. Operate 21 lb—2 and input the operation signal.
- the CPU 201 monitors the difference between the operation timing and the operation signal input timing.
- the CPU 201 displays “Perfect”, “Great”, “Good”, and “Miss” on the notch screen 223 according to the magnitude of the deviation.
- the CPU 201 calculates game points according to the occurrence interval of “Miss”.
- the CPU 201 may calculate special points (hereinafter referred to as bonus points) according to the number of occurrences of “Perfect”.
- the CPU 201 displays on the monitor 206 the game points acquired for each player after the game is over.
- the CPU 201 sends a game end notification including an instruction to move game points and bonus points to the center server 100 together with the player ID.
- FIG. 7 is an explanatory diagram showing a functional configuration of the CPU 101 of the center server 100.
- CPU 101 has rank setting means 111 (corresponding to rank setting step), initial rank determination means 112 ( Corresponds to initial rank determination step), rank re-determination means 113 (corresponds to rank re-determination step), team formation means 114 (step to team formation means), team re-arrangement means (corresponds to team re-organization step), team performance It has calculation means 116 (corresponding to the team performance calculation step), storage means 117 (corresponding to the storage step) and preferably bonus means 118 (corresponding to the bonus step)!
- FIG. 8 is an explanatory diagram showing a functional configuration of the CPU 201 of the game terminal device 200.
- the CPU 201 includes game execution means 211 and display means 212.
- CPU 201 preferably includes item management means 213.
- the storage means 117 stores personal data and team data.
- Fig. 9 (a) is a conceptual illustration of stored personal data.
- the personal data includes a cumulative value of game points acquired by each player during a predetermined period T (for example, one month) (hereinafter referred to as cumulative game points).
- personal data includes player ID, affiliation rank ID, affiliation team ID, and accumulated game points in one record (other, affiliation region, e-mail address, etc. are also possible).
- the player ID is an identifier that identifies a player registered in the center server 100.
- the affiliation rank ID is the ID of the rank to which the player belongs (for details, see (3-2-2) below).
- the affiliation team ID is the ID of the team to which the player belongs.
- the team ID is an identifier that identifies the team within each rank (see (3-2-3) below for details).
- FIG. 9B is a conceptual explanatory diagram of team data stored in the storage unit 117.
- the team data includes at least the performance of each team at any point in time T.
- a team's score is expressed as a total of accumulated game points of players belonging to each team.
- team results are referred to as team points.
- the team data includes a rank ID, a team ID, team points, and the number of players in one record.
- the rank setting means 111 sets predetermined L (L ⁇ 2, integer) ranks. More specifically, the rank setting means 111 stores a rank ID that identifies each rank. This embodiment As an example, consider the case where 10 ranks are set. Each rank is identified by the rank ID of S, ⁇ , ⁇ , AIIU BI, ⁇ , Bill, CI, CII, CIII on the rank page.
- the initial rank determining means 112 causes each of the plurality of players to belong to one of the ten ranks.
- the initial rank determining means 112 assigns all players to the lowest rank CIII among the ten ranks.
- the initial rank determining means 112 accepts the participation of a new player in the course of the predetermined period T, and assigns the new player to any team of the lowest rank cm.
- everyone is initially placed on one of the lowest ranked teams.
- the mid-field force and the players who participated in this game system are placed on one of the teams with the lowest rank cm.
- the rank re-determination means 113 updates the ranks of teams and players belonging to each team. With this function, the personal data in the data storage unit 105 is rewritten. The rewriting of personal data will be explained collectively in “(3-2-6) Team reorganization means”.
- the rank re-determining means 113 updates the ranks of the players every time a predetermined period T elapses. Specifically, the rank re-determining means 113 determines whether the player ranks up or down or keeps the rank based on each team's team points based on each team's current rank. To do. Furthermore, the rank re-determination means 113 determines again the ranks of the players belonging to each team based on the determination.
- the rank can be updated based on, for example, the team rank determined by the team points within the same rank. Specifically, the players belonging to the higher team are ranked And rank down the players belonging to the lower teams and leave the ranks of the players belonging to the other teams as they are.
- the player of the first team is ranked one up in each rank, the player of the lowest team is ranked down, and the other teams are ranked. The player's rank is left as it is.
- FIG. 10A is a conceptual explanatory diagram of rank re-determination. This figure shows a case where the rank initially set by the initial rank determining means 112 is updated by the rank re-determining means 113 for the first time.
- Figure 10 (a) shows that all players belong to the lowest rank cm. All players are organized into five teams T1-T5 in this example.
- the team ranking power based on the team points after the lapse of a predetermined period of time is Tl, ⁇ 2, ⁇ 3, ⁇ 4, ⁇ 5 in the order of 1st to 5th.
- the rank re-determination means 113 ranks up the player of the first team T1 to rank CII, for example.
- the remaining teams ⁇ 2 to ⁇ 4 are left in the current rank CIII. Furthermore, it tries to rank down the 5th place team T5 player, and since the current rank is the lowest rank, it will remain in the current rank cm as a result. After that, as shown in Fig. 10 (b), five teams T1, T5 are newly formed in rank CII, and five teams ⁇ 6 'to ⁇ 10' are newly formed in rank CIII. Details of team formation will be described later.
- FIG. 11 (a) is a conceptual explanatory diagram of rank re-determination when a predetermined period T has elapsed from the previous rank re-determination.
- the team ranking based on the team points after the lapse of the predetermined period T is ranked in order from 1st to 5th in rank CII II1, ⁇ 2 ', ⁇ 3, ⁇ 4, ⁇ 5, rank CIII
- rank CIII Suppose that ⁇ 6, ⁇ 7 ', ⁇ 8', ⁇ 9 ', ⁇ .
- the ranks of the players belonging to the 1st team and the 5th team change, and the ranks of the players of the 2nd to 4th teams remain the same.
- rank CI has five teams ⁇ 1 "to ⁇ 5"
- rank CII has five teams ⁇ 6 "to ⁇ 10”
- rank CIII has five teams ⁇ 11 "to ⁇ 15”
- the rank update method is not limited to the example described here.
- the team organizing means 114 organizes a team based on the rank of the player determined by the initial rank determining means 112. More specifically, the team formation means 114 is a plurality of teams including at least one player after the initial rank determination means 112 assigns all players to the lowest rank in the initial state. Are organized in the lowest rank.
- FIG. 10 (a) shows that the team organizing means 114 organizes the players of the lowest rank CIII into a predetermined number of teams, here five teams.
- a method of grouping players in the initial state there are the following methods. For example, a team is formed by combining players based on the player ID that also reads the magnetic card force inserted by the player. By creating a team by arbitrarily combining players in this way, the strength between teams can be leveled. If there are multiple types of magnetic cards, players may be divided into teams for each type of magnetic card.
- the team reorganization unit 115 reorganizes a team of players based on the player rank updated by the rank redecision unit 113. With this function, rewriting of personal data and team data in the data storage unit 105 is executed.
- the team reorganization means 115 reorganizes a plurality of teams for each rank where the player exists every time the predetermined period T elapses.
- the number of teams in each rank may be the same or different.
- the team is reorganized after the rank re-determination means 113 updates the ranks of all players every predetermined period T.
- the team to be reorganized contains at least one player.
- the team reorganization means 115 eliminates all teams in each rank where the player exists. In other words, all teams in the past predetermined period T are eliminated for each rank. Then the team The reorganization unit 115 reorganizes the team based on the new rank of each player determined by the rank redecision unit 113.
- the number of teams in each rank is determined in advance. In this embodiment, for ease of explanation, a case where five teams are organized in each rank is taken as an example. Of course, the number of teams may differ depending on the rank.
- FIG. 10 (b) and FIG. 11 (b) are conceptual explanatory diagrams showing that the team reorganization means 115 reorganizes the team after the rank is updated.
- Fig. 10 (b) shows that the players of the old team T1, who have been upgraded to rank CII, will be reorganized into five new teams ⁇ to ⁇ 5. It also shows that the players from the old teams ⁇ 2 to ⁇ 5 who remain in rank CIII will be reorganized into five new teams ⁇ 6 'to ⁇ 10'.
- FIG. 11 (b) shows that the players of the old team T1, who have been upgraded to rank CI, are reorganized into five new teams ⁇ 1 "to ⁇ 5".
- One method for grouping players in team reorganization is based on the accumulated game points of each player during a predetermined period of time. For example, a new team may be formed so that the total score of the teams to be formed is almost the same within the same rank.
- the total score of the team can be calculated as the sum of accumulated game points during a predetermined period of time of the players in the team.
- teams may be generated by grouping players in descending order of accumulated game points. In that case, the strong players are ranked up more and more, so the strong player's willingness to participate can be further drawn.
- the rank re-determination means 113 and the team re-organization means 115 rewrite the personal data in the data storage unit 105.
- the affiliation rank ID and affiliation team ID in the personal data are updated by re-determining the rank and reorganizing the team.
- FIG. 12 and FIG. 13 are explanatory diagrams showing a method for rewriting personal data in the data storage unit 105.
- a buffer is used for rewriting personal data. This is to prevent confusion between the assigned rank ID or team ID and the newly determined rank ID or team ID in the period that has already passed.
- the noffer can be formed in the RAM 102 of the center server 100, for example.
- FIG. 13 (a) is a conceptual explanatory diagram of the contents of a buffer storing a copy of old personal data and a rank update flag. If the rank update flag is “OFF”, the rank has been updated. If it is “ON”, the rank has been updated. For ease of explanation, here, only one record is shown. At least personal data of all players belonging to the rank to be processed is copied to the buffer.
- the rank re-determination means 113 determines the rank of each team within each rank with reference to the team data. Based on the determined in-rank team rank, a new rank of the player of each team of the processing target rank is determined. The determined new rank ID is written into the buffer as shown in Figure 12. Also, the rank update flag in the record in which the new rank ID is written is updated to “ON”.
- Figure 13 (b) shows an example of a record of personal data with updated rank.
- the rank re-determination means 113 repeats the process of copying old personal data and rewriting the affiliation rank ID in the buffer for each rank, and performs it for all ranks. As a result, the personal data of all the players are copied in the buffer, and the affiliation rank ID in the buffer is updated for all the players.
- the team reorganization means 115 clears the team ID belonging to the buffer for all players, as shown in FIG. Figure 13 (c) shows the state where the team ID in the buffer is cleared. As a result, the teams in the past predetermined period T that have already passed are extinguished.
- the team reorganization means 115 organizes players into a plurality of teams for each rank, As shown in Figure 12, the new team ID is written into the buffer.
- Figure 13 (d) shows the state where the new team ID is written in the noffer.
- the team reorganization unit 115 overwrites the data in the buffer other than the rank update flag with the personal data in the data storage unit 105 as shown in FIG. As a result, the affiliation rank ID and team ID in the personal data are rewritten.
- the team reorganization means 115 updates the team data based on the updated personal data after rewriting the personal data. Specifically, the team reorganization means 115 extracts all rank IDs and team IDs with reference to the updated personal data. Further, the team reorganizing means 115 calculates the number of players belonging to each team and the team points using the rank ID and the team ID as keys. The calculation result is stored in the data storage unit 105 as team data in association with the rank ID and team ID, as shown in FIG. 9B.
- the team score calculation means 116 receives a game end notification from the game terminal device 200 at an arbitrary time during the predetermined period T, and updates the personal data.
- the game end notification includes game points and player IDs acquired by the player.
- the team score calculating means 116 specifies a record for processing personal data using the received player ID as a key, and adds the received game points to the accumulated game points in the records.
- the team score calculation means 116 updates the team data based on the received game points.
- the team score calculation means 116 also reads out the rank ID and team ID corresponding to the player ID as well as the personal data, and specifies the processing target record including these from the team data.
- the received game points are added to the team points of the specified record.
- the game points acquired by the player are added to the team points of the team to which the player belongs.
- Bonus means 118 moves team points between teams.
- the team points are moved based on an instruction included in the game end notification from the game terminal device 200.
- the game end notification may include the following instructions, for example. "Rank ID” CIII " Move 500 bonus points from Team T3 to Team Tl. As described above, the bonus point is calculated by the game terminal device 200 during the game. If such an instruction is included, the bonus means 118 subtracts the bonus point from the team point of the designated team T3. Also, bonus points are added to the team points of the designated team T1. By moving points between teams in this way, each player can enjoy the change in the battle between teams due to the movement of points.
- the bonus means 118 may update the personal data by adding bonus points to the accumulated game points of the player who played the game.
- the bonus point is not subtracted from the cumulative game point of the player of team T3 who has been deprived of the bonus point from the team point. In other words, even if the team points of team T3 are reduced, it is preferable that the cumulative game points of each player of team T3 are not reduced.
- each player's individual points completely depend on the player's game performance. Therefore, each player can enjoy the change in the battle between teams by moving points on a team basis, while at the same time aiming for a rank increase by improving his / her achievements.
- the game execution means 211 is provided in the game terminal device 200.
- the game execution means 211 executes various games such as the music game. Furthermore, when the music game has been executed, the control program for displaying the progress of the team competition team based on the game results is started.
- the item management means 213 can also be provided in the power center server 100 provided in the game terminal device 200 in this example. Item management means 213 assigns at least one item to one or more ranks. Then, the item management means 213 provides the item to players belonging to that rank. That is, the player belonging to the rank can acquire the item. By acquiring items, players can compare For example, extra songs other than those displayed on the normal game screen are displayed and you can be given the right to select and play, or you can get the ringtone of your mobile phone.
- the item management means 213 When the player acquires a new item by updating the rank or the like, the item management means 213 notifies the player's mobile phone 150 or personal computer 160 of the information via the network communication unit 204. Good. The notified player is given the authority to download ringtones, for example. Therefore, the player's willingness to participate in the game can be increased.
- the display means 212 is provided in the game terminal device 200.
- the display means 212 receives display data from the center server 100 transmitted in response to the game end notification, the display means 212 displays the status of the team battle. That is, the results of each team within each rank, the ranking within the team of the player, and the like are displayed.
- the display data received from the center server 100 includes the team points of each team within the same rank as the player, the player's in-team position, the number of players in the team, and the like.
- FIG. 14 is an example of a screen displayed by the display unit 212.
- the team points of five teams T1 to T5 of rank CIII are displayed as a bar graph.
- game points acquired by players belonging to team ⁇ 3 are displayed in area A3.
- the player's willingness to participate can be enhanced.
- the bonus points added to the team points of team ⁇ 3 are displayed in area ⁇ 2.
- the bonus points subtracted from the team points of team T1 are displayed in area A1.
- the display means 212 can display the number of players in the team and the ranking of the players in the team. By displaying the player's own ranking in the team, it is possible to make the player recognize that the individual player is being evaluated and to further increase the willingness to participate.
- the display form of the team competition group battle shown in FIG. 14 is an example, and is not limited to this.
- it may be a graph other than a bar graph, such as a line graph or a pie graph, or may be a three-dimensional display format.
- the game execution means 211 of each game terminal device 200 reads the player card power, the magnetic card power player ID, receives the player power password, and transmits the player ID and password to the center server 100 (# 1). ).
- the authentication information is not limited to the player ID or password.
- the CPU 101 of the center server 100 authenticates the player based on the received combination of the player ID and password, and transmits the authentication result to the game terminal device 200 (# 2).
- the game terminal device 200 is notified of the player's affiliation rank ID and team ID.
- the game execution means 211 When the game execution means 211 receives the authentication result, the game execution means 211 accepts a game start command by a start button from the player. Thereafter, the game execution means 211 executes the game until the end of the game according to the control program stored in the ROM 203 (# 3, # 4, # 5). If the user is not authenticated, the game execution means 211 reads the card again and accepts the password (# 3, # 1).
- the game execution means 211 determines a game point indicating the score of the finished game and a bonus point to be given to the player.
- the game execution means 211 may perform a lottery such as roulette after the game is over. Result of lottery, illustration For example, “Moving 500 bonus points from Team T3 to Team Tl” is determined.
- the game points and the lottery result are transmitted to the center server 100 together with the player ID (game end notification) (# 6).
- the center server 100 updates the personal data based on the game end notification.
- the team score calculation means 116 of the center server 100 updates the accumulated game points of the personal data based on the received game points (# 7).
- the record to be updated in the personal data is specified by the player ID.
- the bonus means 118 adds bonus points to the accumulated game points of the player (# 7).
- the center server 100 updates the team data based on the game end notification.
- the team score calculation means 116 reads the rank ID and team ID based on the player ID as well as the personal data.
- the received game points are added to the team point corresponding to the read rank ID and team ID (# 8).
- the bonus means 118 updates the team points based on the received lottery result (# 8).
- the team performance calculation means 116 can calculate the player's in-team ranking as of now based on the player ID (# 9).
- the team score calculation means 116 transmits display data on the game terminal device 200 to the game terminal device 200 (# 10).
- the display data is, for example, the latest team point of each team in the rank to which the player belongs, the player's in-team position, and the number of players in the team.
- Display means 212 of game terminal device 200 that has received the display data performs display based on the received data (# 11). Thereby, the game terminal device 200 displays the screen illustrated in FIG.
- FIG. 16 is a flowchart showing an example of the flow of team organization processing performed by the center server 100.
- the team organization process can be broadly divided into three stages: initial setting process, rank re-determination process, and team re-organization process.
- initial setting process initial setting process
- rank re-determination process rank re-determination process
- team re-organization process For ease of explanation, the following processing is an example in which the same number of teams are organized in each rank.
- Step si A plurality of ranks s to cm are set and stored in advance for the rank of the center server loo.
- the initial rank determining means 112 assigns all players to the lowest rank cm. In other words, the initial rank determining means 112 writes “cm” for all ranks in the personal data.
- Step S2 The team organization means 114 divides the players belonging to the lowest rank cm into a plurality of teams.
- Step S3 The rank re-determining means 113 monitors the previous team formation ability for a predetermined period T, and executes the processes of steps S4 to S7 each time it elapses. In steps S4 to S7, processing for updating the rank of the player is performed according to the team rank within each rank.
- Step S4 The rank re-determination means 113 identifies the rank to be processed.
- Step S5 Rank re-determination means 113 determines the team rank based on the team points of each team within the rank to be processed. For example, if the rank to be processed is cm, the ranks of the teams ⁇ to ⁇ 5 within the rank cm are determined in the order of increasing team points.
- Step S6 The rank re-decision means 113 updates the rank of the player belonging to each team according to the team rank.
- Step S7 The rank re-determining means 113 determines whether or not the player's rank has been updated for all ranks. If “Yes” is determined, the process proceeds to step S8. If “No” is determined, the process returns to step S4 again and the above process is repeated.
- steps S8 to S10 after the ranks of all players are updated, the teams are reorganized at each rank.
- Step S8 The team reorganization means 115 eliminates the existing team and identifies the rank to be processed.
- Step S9 The team reorganization means 115 reorganizes all players belonging to the rank to be processed into N new teams.
- Step S10 The team reorganization means 115 determines whether or not the team reorganization has been completed for all ranks. If “Yes” is determined, the personal data and the team data are rewritten, and the process returns to step S3 and waits for the elapse of the period T. If "No” is determined, the process returns to step S8 and the above processing is repeated.
- the player's rank is also reviewed every predetermined period, and the team is reorganized.
- a player who has no skill in a kind of team battle called a team battle helps a player who does not have skills, so that the player with no skill can be motivated to participate. Also, by bringing the spirit of mutual assistance through team battles, it is possible to enhance the sense of responsibility and motivation of skilled players. Furthermore, since only the true talent is ranked up, the willingness of the skilled player to participate can be enhanced.
- the player game points and team points are updated at the end of the game in the game terminal device 200.
- game points and team points in the center sano 100 can be updated every predetermined period T2 (T2 and T).
- the game terminal device 200 stores the game point “lottery result” player ID in association with each other for a predetermined period T2, for example, one day.
- the stored data is sent to the center servo 100 every 24 hours.
- the player You can update your game points and team points. By doing so, it is possible to reduce the calculation burden of the center server 100 that receives the game end notifications from the plurality of game terminal devices 200.
- the game end notification from the game terminal device 200 in this case only needs to include a message indicating that the game has ended and a player ID.
- the center server 100 that has received the game end notification may notify display data based on the latest team data and individual data at that time. More specifically, the team point of the team within the rank to which the player who has finished the game belongs is read from the team data. Also, the player's ranking power in the team is calculated based on the game points at that time. The read or calculated data is transmitted from the center server 100 to the game terminal device 200 in response to the game end notification.
- the number of teams organized in each rank is the same.
- the number of strength teams may be different for each rank.
- the rank setting means 111 will determine and store the number of teams for each rank in advance.
- a program for executing the above method on a computer and a computer-readable recording medium recording the program are included in the scope of the present invention.
- the program may be downloadable.
- the recording medium include a flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and the like that can be read and written by a computer.
- the calculation for display is performed at the terminal, it may be performed at the center server and the display data may be distributed to all related terminals. In this case, the travel point calculation is also performed by the center server.
- the player can acquire an acquisition area in the display area according to the score acquired by the game. Therefore, it is possible not only to enjoy the game itself, but also to obtain the fun of acquiring divided areas after the game ends.
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Abstract
Description
Claims
Priority Applications (2)
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| EP05780505A EP1800722A4 (en) | 2004-09-15 | 2005-08-17 | METHOD AND DEVICE FOR EVALUATING GAME RESULTS |
| US11/685,749 US20070156267A1 (en) | 2004-09-15 | 2007-03-13 | Game results evaluating method and apparatus |
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| JP2004268597A JP3774465B2 (ja) | 2004-09-15 | 2004-09-15 | ゲーム成績評価方法及び装置 |
| JP2004-268597 | 2004-09-15 |
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| US11/685,749 Continuation US20070156267A1 (en) | 2004-09-15 | 2007-03-13 | Game results evaluating method and apparatus |
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| EP (1) | EP1800722A4 (ja) |
| JP (1) | JP3774465B2 (ja) |
| CN (1) | CN101018591A (ja) |
| TW (1) | TWI274600B (ja) |
| WO (1) | WO2006030598A1 (ja) |
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| EP1800722A4 (en) | 2010-03-03 |
| JP2006081674A (ja) | 2006-03-30 |
| TW200621338A (en) | 2006-07-01 |
| JP3774465B2 (ja) | 2006-05-17 |
| TWI274600B (en) | 2007-03-01 |
| CN101018591A (zh) | 2007-08-15 |
| US20070156267A1 (en) | 2007-07-05 |
| EP1800722A1 (en) | 2007-06-27 |
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