NETWORK GAME SYSTEM

- SEGA Corporation

A network game system is provided in which players can play a considerable number of matches without spending a long period of time, and in which it is difficult for teams that are long left on a server without being logged in to maintain high ranking. In the network game system, the server performs processing of playing matches of PC teams automatically. Client computers each include means for organizing a PC team, and means for entering the PC team organized to the server. The server includes: means for storing the PC teams entered into storage means; means for updating team costs of the respective PC teams entered; means for resetting the team costs into initial values; and means for deleting athlete characters expired of athlete life.

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Description
BACKGROUND OF THE INVENTION

The invention relates to a network game system in which a large number of players (users) can join an online game from their client computers through communication network lines such as the Internet.

Conventionally, various types of network game systems have been provided in which players can join an online game through communication lines such as the Internet from their client computers on which client programs of the game systems are installed. In some of these network game systems, players collect and organize athlete characters or other characters into their teams as an owner or field manager of a soccer, baseball, or other sport team, and have matches against teams organized by other players or by the game server to enjoy the progress of the matches and the win-loss conclusions. The players can train and exercise the athlete characters of their own teams to improve various ability scores of each athlete character, and as a consequence, improve the comprehensive strength of their own teams and raise the winning percentages in the matches.

For example, Japanese Patent Application Laid-Open No. 2005-255 discloses a technology pertaining to a network game system of the foregoing type, taking a soccer game as an example.

Unlike those in which players make button, stick, and other operations on their client computers or game consoles to run an athlete character and kick a ball, i.e., the wins and losses depend on the players' reflexes and hand-eye coordination, this type of games can be enjoyed intellectually through the manipulation of strategies and tactics. These games are thus created so as to be enjoyable not only to young people but to working people of higher ages as well.

In the game system disclosed in the foregoing Japanese Patent Application Laid-Open No. 2005-255, however, playing matches through a whole season (around several tens of matches) requires a long period of time in such cases that the manager of the network game system hosts a league event with more than a dozen teams including players'. This has been a problem because working persons are busy and have only a limited amount of time to spend playing games.

In view of this problem, the applicant has proposed in Japanese Patent Application No. 2006-216235 a network game system which comprises: a server connected to a communication network; and client computers capable of transmitting and receiving information to/from the server over this communication network, and wherein the server automatically performs processing of playing matches between player characters entered in the server, between non-player characters, and between player characters and non-player characters.

According to this network game system disclosed in Japanese Patent Application No. 2006-216235, players operate the client computers (for example, general-purpose computers having a client program installed) to set parameters (such as tactical parameters and various ability parameters of each athlete character) of their player character teams (such as a succor team and a baseball team consisting of a plurality of athlete characters), and access the server over the communication network to make an entry for the game (register for participation). Since the server automatically performs the processing of playing matches scheduled and generates result data on the matches, the players need not continue logging in the server over the network throughout the match playing processing. This eliminates the need for the players to spend a long period of time for game execution.

Hereinafter, the term “client computer” shall cover a general-purpose personal computer having the client program of the network game system installed thereon, a computer having the client program preinstalled, and a game console and the like that is capable of executing the processing of the client program.

The game system disclosed in the foregoing Japanese Patent Application No. 2006-216235 has had the problem, however, that athlete characters enrolled in the teams can be used for play semipermanently. That is, teams having high (powerful) comprehensive capabilities, consisting of athlete characters of high ability scores, tend to have similar lineups of athlete characters, which can lessen the players' interest in the game.

Moreover, once the players organize their teams and enter them in the server, the processing of playing matches is performed automatically without the players logging in the server frequently thereafter. If highly-experienced players have entered their teams of high comprehensive capabilities and then left them alone for a long time without logging in the server, it is quite difficult for beginners to make a good record even though they log in the server frequently with elaborated team organization and strategies. There has thus been the problem of narrowing the spectrum of game participants.

SUMMARY OF THE INVENTION

The present invention has been achieved in view of the foregoing conventional problems. It is thus an object of the present invention to provide a network game system in which players can play a considerable number of matches without spending a long period of time, and in which it is difficult for teams that are long left on the server without being logged in to maintain high ranking.

To solve the foregoing problems, according to a first aspect of the invention a network game system includes: a server having storage means containing athlete character information on a plurality of athlete characters to be enrolled in a player character team, the athlete character information including athlete names, preset costs, and athlete lives of the respective athlete characters; and a client computer capable of transmitting and receiving information to/from the server over a communication network. The server performs processing of playing matches of the player character team which is entered in the server by the client computer. The client computer includes: team organizing means for organizing the player character team so that a total cost of athlete characters selected by a player falls within a maximum cost available for team organization; and first entry means for entering the organized player character team in the server. The server includes: second entry means for storing the player character team entered into the storage means; team maximum cost updating means for updating the maximum cost available for organizing the player character team, with respect to each player character team entered, based on win-loss record information on matches stored in a win-loss record information storage unit of the storage means; team maximum cost initializing means for resetting the maximum cost available for organizing the player character team into an initial value, with respect to each player character team entered; and athlete character deleting means for deleting an athlete character expired of athlete life from the player character team, with respect to each player character team entered.

According to a second aspect of the invention, in the network game system according to the first aspect, the team organizing means organizes a predetermined number of the athlete characters into the player character team.

According to a third aspect of the invention, in the network game system according to the second aspect, the server includes athlete character refilling means for refilling the player character team with a backup athlete character not enrolled in the player character team if the athlete character deleting means deletes any athlete character expired of athlete life and the number of the athlete characters falls below the predetermined number when the team maximum cost initializing means resets the maximum cost available for organizing the player character team into the initial value.

According to a fourth aspect of the invention, in the network game system according to the third aspect, the athlete characters each have an attribute parameter, and the athlete character refilling means gives priority to the backup athlete character having the same attribute information as that of the athlete character deleted when refilling the player character team with, if the athlete character deleting means deletes the athlete character expired of athlete life and the number of the athlete characters falls below the predetermined number.

According to a fifth aspect of the invention, in the network game system according to the first or second aspect, the server includes athlete character replacing means for replacing part or all of the athlete characters with backup athlete characters not enrolled in the player character team if the total cost of the athlete characters exceeds the maximum cost available for organizing the player character team when the team maximum cost initializing means initializes the maximum cost available for organizing the player character team into the initial value.

According to a sixth aspect of the invention, in the network game system according to the fifth aspect, the player character team is composed of starting athlete characters and bench athlete characters; and the athlete character replacing means gives priority to the bench athlete characters when replacing with the backup athlete characters, if the total cost of the athlete characters exceeds the maximum cost available for organizing the player character team.

According to a seventh aspect of the invention, in the network game system according to the fifth or sixth aspect, the athlete character replacing means gives priority to the backup athlete character having a cost lower than or equal to a predetermined value when replacing with.

According to an eighth aspect of the present invention, a server has storage means containing athlete character information on a plurality of athlete characters to be enrolled in a player character team, the athlete character information including athlete names, preset costs, and athlete lives of the respective athlete characters, the server being allowed to be connected through a communication network to a client computer capable of transmitting and receiving information over the communication network, the server performing processing of playing matches of the player character team which is entered from the client computer. The server includes: entry means for storing the player character team entered from the client computer into the storage means; team maximum cost updating means for updating a maximum cost available for organizing the player character team, with respect to each player character team entered, based on win-loss record information on matches stored in a win-loss record information storage unit of the storage means; team maximum cost initializing means for resetting the maximum cost available for organizing the player character team into an initial value, with respect to each player character team entered; and athlete character deleting means for deleting an athlete character expired of athlete life from the player character team, with respect to each player character team entered.

As mentioned above, the network game system according to the present invention includes: the server having the storage means which contains athlete character information on a plurality of athlete characters to be enrolled in a player character team, the athlete character information including the athlete names, preset costs, and athlete lives of the respective athlete characters; and the client computer capable of transmitting and receiving information to/from this server over the communication network. In this network game system, the server performs the processing of playing matches of the player character team which is entered in the server from the client computer. Here, the client computer includes: the team organizing means for organizing the player character team so that the total cost of athlete characters selected by the player falls within a maximum cost available for team organization; and the first entry means for entering the organized player character team in the server. The server includes the second entry means for storing the player character team entered into the storage means. Consequently, players can operate their client computers to organize their player character teams (such as baseball teams and soccer teams consisting of a plurality of athlete characters), and access the server over the communication network to make an entry for the game (registration for participation). Since the server performs the processing of playing the matches, the players need not continue logging in the server over the network throughout the match playing processing. This eliminates the need for the players to spend a long period of time for game execution.

The server further includes: the team maximum cost updating means for updating the maximum cost available for organizing the player character team, with respect to each player character team entered, based on the win-loss record information on matches stored in the win-loss record information storage unit of the storage means; the team maximum cost initializing means for resetting the maximum cost available for organizing the player character team into an initial value, with respect to each player character team entered; and the athlete character deleting means for deleting an athlete character expired of athlete life from the player character team, with respect to each player character team entered. This configuration makes it possible, for example, for the team maximum cost updating means to increase the maximum cost available for organizing the player character team depending on the number of matches played and the results of the matches. In this case, athlete characters of higher costs (higher ability scores) can be used for team organization with the progress of the matches. Suppose, for example, that the team maximum cost initializing means resets the maximum costs available for organizing player character teams into initial values when a predetermined number of matches are completed, and the athlete character deleting means deletes athlete characters expired of athlete life. This can preclude using the same athlete characters continuously. In the resulting network game system, it is therefore impossible for teams of high comprehensive capabilities to have similar lineups of athlete characters, and for teams long left on the server without being logged in to maintain their comprehensive capabilities.

The team organizing means may be configured to organize a predetermined number of athlete characters into the player character team. Players can thus enjoy the fun of team organization, i.e., of organizing their own player character team always by using a predetermined number of athlete characters within the maximum cost available for team organization.

The server may also be configured to include the athlete character refilling means for refilling the player character team with a backup athlete character if the athlete character deleting means deletes any athlete character expired of athlete life and the number of athlete characters falls below the predetermined number when the team maximum cost initializing means resets the maximum cost available for organizing the player character team into the initial value. This makes it possible to maintain the automatic progress of the game, for example, even if players are not aware that their athlete characters expired of athlete life are deleted and the number of athlete characters falls below the predetermined number. Here, the athlete characters may have an attribute parameter, such as a primary position and a pitching type, and priority may be given to a backup athlete character having the same attribute parameter as that of the deleted athlete character when refilling the character player team with. This can facilitate the players to use athlete characters refilled by the server for positions of the same attribute parameters as those of athlete characters deleted.

The server may also be configured to include the athlete character replacing means for replacing part or all of the athlete characters in the player character team with backup athlete characters if the total cost of the athlete characters exceeds the maximum cost available for organizing the player character team when the team maximum cost initializing means initializes the maximum cost available for organizing the player character team into the initial value. This makes it possible to maintain the automatic progress of the game even if players are not aware that the total cost of their athlete characters exceeds the maximum cost when the maximum cost available is initialized. Here, the player character team maybe composed of starting athlete characters and bench athlete characters, and priority may be given to the bench athlete characters when replacing with the backup athlete characters. This makes it possible to replace athlete characters to suppress their total cost within the maximum cost while preserving the player-selected lineup of starting athlete characters as much as possible. Since athlete characters that are more likely to join matches in the game, such as starting athlete characters, are preserved by priority, the matches can be played with minimum changes to the player-intended team organization.

When replacing athlete characters, a backup athlete character having a cost lower than or equal to a predetermined value (for example, no higher than a cost of 3) are refilled with by priority, so that the total cost of athlete characters in the player character team can be suppressed low. This can reduce the number of times for the player-selected lineup of starting athlete characters to be replaced for the purpose of suppressing the total cost of the athlete characters within the maximum cost, thereby maintaining the player-intended team organization as much as possible.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a network connection diagram according to an embodiment of the present invention;

FIG. 2 is a block diagram showing an example of configuration of a server according to the embodiment of the present invention;

FIGS. 3(a) and 3(b) are charts showing examples of data tables stored in a game management database of FIG. 2;

FIG. 4 is a chart showing examples of data tables stored in the game management database of FIG. 2;

FIG. 5 is a block diagram showing an example of configuration of a client computer according to the embodiment of the present invention;

FIG. 6 is a flowchart for explaining the procedure by which a player joins the network game system according to the embodiment of the present invention and starts playing the game;

FIGS. 7(a) and 7(b) are diagrams showing examples of athlete character cards to be used in the network game system according to the embodiment of the present invention;

FIGS. 8(a) and 8(b) are diagrams showing examples of team organization screens in the network game system according to the embodiment of the present invention;

FIG. 9 is a diagram for explaining the configuration of athlete orders and athlete holders in the network game system according to the embodiment of the present invention;

FIG. 10 is a flowchart for explaining the processing procedure of the server according to the embodiment of the present invention; and

FIG. 11 is a flowchart for explaining the processing procedure of the server according to the embodiment of the present invention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Hereinafter, an embodiment of the present invention will be described in conjunction with an example of a network game system in which players organize their player character teams (hereinafter, referred to as “PC teams”) as a baseball team manager, access a server over network lines such as the Internet to make an entry for a game (registration for participation), and play matches against the PC teams of other players and/or non-player character teams (hereinafter, referred to as “NPC teams”) organized by the server.

In the present embodiment, the players organize a predetermined number (in the following description of the present embodiment, 25) of athlete characters into their own PC teams by using client computers 3 on which a client program of the game system is installed. Each individual athlete character is given a cost of 1 to 10 in advance. Athlete characters having higher abilities are typically given higher costs. The maximum cost available for organizing a PC team has an upper limit (hereinafter, referred to as “team cost”). The players organize the PC teams so that the total cost of their 25 athlete characters falls within the team cost. This team cost will be updated depending on the win-loss record information on past matches. Details will be given later.

FIG. 1 is a network connection diagram showing an example of the network configuration of the network game system according to the present embodiment.

In FIG. 1, a number of client computers 3 are connected to a server 2 over a communication network 1 such as the Internet. It should be noted that the server 2 is not necessarily limited to one in number, but may be composed of a plurality of computers if required for such purposes as the distribution of processing loads and the backup of various types of data that is generated in the course of game progress. Players can collect and organize athlete characters into a PC team, and make an entry in the server 2 to join the network game in accordance with the client program installed on their client computers 3.

In FIG. 1, the reference numeral 4 denotes a terminal (such as a general-purpose computer) which does not have the client program installed but is capable of transmitting and receiving information to/from the server 2 over the communication network 1. The reference numeral 5 denotes a portable terminal, such as a cellular phone and a PDA (Personal Digital Assistant), which is connected to the communication network 1 via a base station 6 and is capable of transmitting and receiving information to/from the server 2 over this communication network 1. The network game system of the present embodiment is configured so that the progress of matches and the results of the same can be browsed even from these terminal 4 and portable terminal 5.

FIG. 2 is an explanatory diagram showing an example of configuration of the server 2 according to the present embodiment. In the diagram, the server 2 includes a processing unit 210, a communication unit 220, a storage unit 230, an operation unit 240, and an image/sound output unit 250. The server 2 also includes an interface circuit (I/F) 260 for transmitting and receiving information to/from external devices. Through this interface circuit (I/F) 260, the communication unit 220, the storage unit 230, the operation unit 240, and the image/sound output unit 250 are connected to respective external devices, namely, a communication line 271, an external storage device 272, an input device 273 such as a keyboard and mouse, and an image display device/sound output device 274 such as a display monitor and speaker. The interface circuit (I/F) 260 may be either formed on a single substrate as shown in the diagram, or formed in separate pieces corresponding to the communication unit 220, the storage unit 230, the operation unit 240, and the image/sound output unit 250, respectively.

The processing unit 210 includes entry means 201 (second entry means), a timer 211, scheduling means 212, match playing means 213, match image generating means 214, digest image generating means 215, and match result generating means 216. The entry means 201 stores athlete character information and the like on PC teams entered from the client computers 3 into the storage unit 230. The timer 211 measures the progress of time in the network game system according to the present embodiment. The scheduling means 212 performs matching processing (processing for determining pairs of matches) between the PC teams entered in the server 2, between NPC teams, and between the PC teams and the NPC teams, and schedules the matches. In accordance with the schedule made by this scheduling means 212, the match playing means 213 automatically performs match playing processing based on parameters given to the PC teams. The match image generating means 214 generates image data on the matches based on the match playing processing by the match playing means 213. The digest image generating means 215 extracts image data that satisfies predetermined conditions set in advance, from the image data generated by the match image generating means 214, and generates digest image data on the matches based on the image data extracted. The match result generating means 216 generates result data on the matches after the match playing processing by the match playing means 213 is completed.

The processing unit 210 also includes match image reproduction display means 217, digest image reproduction display means 218, and match result display means 219. The match image reproduction display means 217 reproduces the match image data generated by the match image generating means 214 in response to a match image reproduction request signal which is transmitted from a client computer 3 or a terminal 4 or 5 shown in FIG. 1 after the completion of the match playing processing by the match playing means 213. The match image reproduction display means 217 then displays the resultant on a display device of the client computer 3 or the terminal 4 or 5. Similarly, the digest image reproduction display means 218 reproduces the digest image data generated by the digest image generating means 215 in response to a digest image reproduction request signal which is transmitted from a client computer 3 or a terminal 4 or 5 after the completion of the match playing processing by the match playing means 213. The digest image reproduction display means 218 then displays the resultant on the display device of the client computer 3 or the terminal 4 or 5. The match result display means 219 displays the match result data on the display device of the client computers 3 or the terminal 4 or 5.

In the present embodiment, the processing unit 210 further includes team maximum cost updating means 202, team maximum cost initializing means 203, athlete character deleting means 204, athlete character refilling means 205, and athlete character replacing means 206. The team maximum cost updating means 202 updates the team cost of each PC team entered, based on win-loss record information on the matches. The team maximum cost initializing means 203 resets the team cost of each PC team entered into an initial value, for example, when a predetermined number (in the present embodiment, 135×3=405) of matches are completed. The athlete character deleting means 204 deletes athlete characters expired of athlete life from each PC team entered. The athlete character refilling means 205 refills a PC team with backup athlete characters in its farm team if athlete characters are deleted from the PC team and the number of athlete characters falls below a predetermined number (for example, 25). The athlete character replacing means 206 replaces part or all of the athlete characters in a PC team with backup athlete characters if the total cost of the athlete characters exceeds the team cost. As employed herein, backup athlete characters shall refer to such athlete characters as those belonging to the player's farm team but not enrolled in the first string as game participants, and those included in an athlete refill pack which is provided by the server 2 when necessary.

It should be noted that the digest image generating means 215 and the digest image reproduction display means 218 are not indispensable to the network game system according to the present invention, but may be provided on the server 2 if needed.

The communication unit 220 establishes connection between the server 2 and the external communication line 271 through the interface circuit (I/F) 260, and performs the processing of controlling the transmission and reception of information between the server 2 and any of the client computers 3 and the terminals 4 and 5.

The storage unit 230 includes a ROM (Read Only Memory) 231 and a RAM (Random Access Memory) 232. The ROM 231 is a read-only storage area which contains system programs including the game program of the network game system according to the present embodiment The RAM 232 is a rewritable storage area which stores data generated by the processing unit 210, including athlete character data 232A, match image data 232B, and match result data 232C, and is used as a work area for arithmetic processing of the processing unit 210.

The storage unit 230 is connected to the external storage device 272 through the interface circuit (I/F) 260, and performs the processing of referring to, reading, and overwriting data stored in the external storage device 272 depending on the processing of the processing unit 210. The external storage device 272 is made of an information storage medium drive such as a hard disk drive, and contains various types of databases including a game management database (DB) 272A. The game management DB 272A has storage areas allocated for a player DB, a schedule management DB, a match play DB, a ranking DB, etc. The player DB stores attribute information on players, and various parameter information and the like on the PC teams organized by the players. The schedule management DB stores information on the pairing of matches, schedules, etc. The match play DB stores basic image data, sound data, and the like to be used when the match image generating means 214 performs the processing of generating match image data based on the match playing processing by the match playing means 213. The ranking DB stores such information as ranking information intended for ranking the players. This game management DB 272A may be incorporated into the storage unit 230 of the server 2.

The operation unit 240 establishes connection between the server 2 and the external input device (such as a keyboard, mouse, and stylus) through the interface circuit (I/F) 260, and performs the processing of receiving and analyzing data that is input to the server 2 in such occasions as the maintenance of the server 2.

The image/sound output unit 250 establishes connection between the server 2 and the external image display device/sound output device such as a display monitor and a speaker through the interface circuit (I/F) 260, and performs processing intended for checking the processing of the server 2 visually and acoustically.

FIGS. 3(a) and 3(b) are charts showing examples of data tables to be stored (recorded) in the player DB of the game management DB 272A. FIG. 3(a) shows an example of a data table on various parameters of athlete characters affiliated with a player's PC team. FIG. 3(b) shows an example of a data table on a league to which the PC teams of players entered in the server 2 belong.

The data table shown in FIG. 3(a) is stored for each individual player. In the present embodiment, each player organizes a single PC team consisting of 25 athlete characters. The first string of athlete characters, or match participants, consists of 14 fielder characters and 11 pitcher characters. Aside from an athlete name, each athlete character has “cost” for enrollment in the first string, “life” which indicates the player's expiration period, “team” with which the player is actually affiliated, “jersey number,” “age,” “hometown,” “temperament,” “blood type,” and “preferred batting order” as parameters common to a fielder and a pitcher. Fielder characters also have “position” which indicates such an attribute as shortstop and outfielder, and numerically-expressed ability parameters “hitting technique,” “hitting power,” “running skill,” “bunt,” “fielding skill,” and “mental strength.” Pitcher characters also have “type” which indicates an attribute on pitching order such as a starter and a middle reliever, and numerically-expressed ability parameters “stamina,” “pitch velocity,” “pitchpower,” “pitchvariations,” “control,” and “mental strength.”

The data table shown in FIG. 3(b) is stored for each league to which PC teams and/or NPC teams belong. In the present embodiment, a single league in principle includes 16 PC and/or NPC teams. On this league data table, each player is provided with one record. Each record contains setting data on “record No.,” “user ID,” “player name,” “team name,” “fielders,” “pitchers,” and “win-loss record information.” Of these pieces of data, “user ID” and “password” are given from the server 2 to players (users) when the players enter themselves for the server 2 for the first time. “Player name” may be set by the players arbitrarily. The names in “fielders” and “pitchers” are preset in the game program of the server 2 or in the client program. “Win-loss record information” includes the number of matches played in the current stage, the number of wins, the number of losses, the number of tie matches, winning percentage, and a numeral which indicates the ranking within the league. In the present embodiment, the area of the game management DB 272A where to store the “win-loss record information” constitutes a win-loss record information storage unit.

FIG. 4 is a chart showing examples of data tables to be stored (recorded) in the game management DB 272A. In the present embodiment, the scheduling means 212 of the server 2 schedules so that each PC team goes through nine matches per day in actual time. Each PC team in a 16-team league is scheduled to play nine matches against each of the remaining 15 teams (the match playing processing is automatically performed by the match playing means 213 of the processing unit 210 of the server 2), thereby completing a single stage (of pennantrace) in a total of 135 matches. That is, each stage ends in 15 days in actual time (the actual date in FIG. 4). Leagues to which PC teams belong are ranked at any one of “major,” “minor,” “rookie,” and “beginner” ranks. PC teams that are entered in the server 2 for the first time are initially assigned to a league that is ranked at the not-shown beginner rank. The beginner rank provides a test league intended for player tutorial. When the test league ends, all PC teams at the beginner rank are promoted to rookie leagues. Then, when a single stage (135 matches) ends, high-ranked teams in the rookie leagues are promoted to start the next stage in minor leagues. Incidentally, no PC team will be demoted to the beginner rank once promoted to the rookie rank. At the end of a stage in the minor leagues, high-ranked teams are promoted to the top major leagues for the next stage, and low-ranked teams are demoted to rookie leagues. At the end of a stage in the major leagues, low-ranked teams are demoted to minor leagues. As shown in FIG. 4, according to the present embodiment, a single cycle of the game is completed when the first, second, and third stages end.

The data tables of FIG. 4 show updated values of the team costs of PC teams that belong to the major, minor, and rookie leagues in the foregoing single cycle, respectively, and the average costs of the 25 athlete characters at each individual match in the first string. The table shown to the top in FIG. 4 shows team costs and average costs that are simulated for the case where a winning percentage of 0.750 is maintained from the first through third stages. The table shown to the middle shows values simulated for a winning percentage of 0.500. The table shown to the bottom shows values for a winning percentage of 0.250. In fact, the winning percentage changes each time a match ends. The team maximum cost updating means 202 of the processing unit 210 of the server 2 therefore calculates and stores the updated values into the RAM 232 each time a match ends.

The present embodiment is configured so that the team costs increase depending on the number of matches and the winning percentage. As mentioned above, some of the PC teams are also replaced through rank promotion or demotion, depending on their league ranking when a single stage ends. Here, demoted PC teams might run short of their team costs because of the demotion, and have to replace some of the athlete characters enrolled in the teams in the respective last matches of the previous stage. In order to prevent this, the team costs in the last matches of the previous stage are made equal to those in the first matches of the next stage at the respective demoted ranks.

In FIG. 4, the initial values of the team costs according to the present embodiment are those at the first day of the first stage. More specifically, the initial value of the team cost at the major rank is set to 110. The initial value of the team cost at the minor rank is 100. The initial value of the team cost at the rookie rank is 90.

In the present embodiment, when one whole cycle of the game ends, the team maximum cost initializing means 203 of the processing unit 210 of the server 2 is activated to perform the processing of resetting the team costs of all the PC teams into the initial values of the team costs at the respective ranks. All the athlete characters also have an athlete life of two cycles since the players' acquisition of the athlete characters. In other words, the athlete lives of the athlete characters acquired by the players expire in two cycles from the acquisition, regardless of whether or not the athlete characters are enrolled in the first string of a PC team.

FIG. 5 is an explanatory diagram showing an example of configuration of the client computers 3 according to the present embodiment. In the diagram, a client computer 3 includes a processing unit 310, a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, and a sound output unit 360. The client computer 3 also includes an interface circuit (I/F) 370 for transmitting and receiving information to/from external devices. Through this interface circuit (I/F) 370, the communication unit 320, the storage unit 330, the operation unit 340, the image output unit 350, and the sound output unit 360 are connected to respective external devices, namely, a communication line 381, an external storage device 382, an input device 383 such as a keyboard and mouse, an image display device 384 such as a display monitor, and a sound output device 385 such as a speaker. The interface circuit (I/F) 370 maybe either formed on a single substrate as shown in the diagram, or formed in separate pieces corresponding to the communication unit 320, the storage unit 330, the operation unit 340, the image output unit 350, and the sound output unit 360, respectively.

The processing unit 310 includes team organizing means 311, entry means 312, image display means 313, and sound output means 314. The team organizing means 311 is intended to select 14 fielder characters and 11 pitcher characters and organize a PC team so that the total cost of the 25 athlete characters falls within the team cost. The entry means 312 enters the PC team organized by the team organizing means 311 for the server 2. The image display means 313 is intended to display team organization images, match images, and other images on the image display device 384. The sound output means 314 is intended to output sound from the sound output device 385 such as a speaker. The processing unit 310 also includes match image reproduction request signal output means 315, and digest image reproduction request signal output means 316. The match image reproduction request signal output means 315 makes a request to reproduce match images of matches that have undergone the match playing processing by the match playing means 213 of the server 2. The digest image reproduction request signal output means 316 makes a request to reproduce digest images of the matches that have undergone the match playing processing by the match playing means 213 of the server 2.

The communication unit 320 establishes connection between the client computer 3 and the external communication line 381 through the interface circuit (I/F) 370, and performs the processing of controlling the transmission and reception of information between the server 2 and the client computer 3.

The storage unit 330 includes a ROM (Read Only Memory) 331 and a RAM (Random Access Memory) 332. The ROM 331 is a read-only storage area. The RAM 332 is a rewritable storage area which stores the client program according to the present embodiment and is used as a work area for arithmetic processing of the processing unit 310. The storage unit 330 is connected to the external storage device 382 through the interface circuit (I/F) 370, and performs the processing of referring to, reading, and overwriting data stored in the external storage device 382 depending on the processing of the processing unit 310.

The operation unit 340 establishes connection between the client computer 3 and the external input device (such as a keyboard, mouse, and stylus) through the interface circuit (I/F) 370, and performs the processing of receiving and analyzing data that is input to the client computer 3 by such means as player's operations for inputting various types of parameters.

The image output unit 350 establishes connection between the client computer 3 and the external image display device 384 through the interface circuit (I/F) 370, and performs processing for displaying reproduced match images, various setting screens, and the like on the image display device 384.

The sound output unit 360 establishes connection between the client computer 3 and the external sound output device 385 such as a speaker through the interface circuit (I/F) 370, and performs processing for outputting sounds such as cheers of spectators in a match.

Now, with reference to FIG. 6, a description will be given of the procedure by which a player joins the network game system according to the present invention and starts to play the game.

The player to join the game purchases the client program or downloads it on the Internet, and installs it on the player's computer (step S1). Next, the player runs the client program, and accesses the server 2 over the communication network 1 such as the Internet to acquire an ID and create an account (step S2).

On the client computer 3, the player then creates a team profile by entering or selecting “player name,” “team name,” “hometown,” “jersey,” “logo,” “secretary,” and the like of the PC team (step S3). Next, the player purchases athlete characters in a starter pack, athlete pack, and so on (step S4). A starter pack contains a total of 25 athlete characters, including 14 fielders and 11 pitchers. The server 2 provides the starter pack as a set of virtual cards, which can be operated by the player. This starter pack can be purchased to at least organize a PC team to join the game. Additional athlete packs can be purchased to increase backup athlete characters according to need.

Among the athlete character cards are fielder character cards such as shown in FIG. 7(a) and pitcher character cards such as shown in FIG. 7(b). The front side shown to the left in FIG. 7(a) displays the athlete character's photo and name, along with various ability parameters including hitting technique, hitting power, running skill, bunt, fielding skill, and mental strength, and cost expressed in stars. The back side shown to the right in FIG. 7(a) displays a character profile including a portrait, age, and blood type, as well as record data on the current and past stages. The front side of a pitcher character card shown to the left in FIG. 7(b) displays the athlete character's photo and name, along with various ability parameters including stamina, pitch velocity, pitch power, pitch variations, control, and mental strength, and cost expressed in stars. The back side shown to the right in FIG. 7(b) displays a character profile including a portrait, age, and blood type, as well as favorite pitch variations and record data on the current and past stages.

The player makes the image display device 384 of the client computer 3 display team organization screens 384A and 348B shown in FIGS. 8(a) and 8(b), and organizes his/her team (step S5). FIG. 8(a) shows a display example of a fielder order screen 384A for determining the order of fielder characters. A point display section 400 appears on the top right of the fielder order screen 384A, indicating the player's current point. A fielder order screen select tab 401 and a pitcher order screen select tab 402 intended for switching between the fielder order screen 384A and a pitcher order screen 384B shown in FIG. 8(b) are arranged on the top area of the screen, under which a team cost display section 403 is arranged. The team cost display section 403 displays the total cost of the athlete characters currently in use on the left of the slash mark. Shown on the right of the slash mark is the maximum cost available at present. A ranking display section 409 on the left of the fielder order screen 384A shows the rank of the league to which the PC team belongs. Various types of command button display sections 410 are arranged in the lower area of the fielder order screen 384A.

The fielder order screen 384A has a starting order organization area 404 for organizing the starting order, which is located under the team cost display section 403. A bench organization area 405 for organizing bench athlete characters is located under the starting order organization area 404. At the beginning, these starting order and bench organization areas 404 and 405 are blank as shown by the reference numeral 407. To enroll fielder characters in the first string, the player selects athlete character minicards 408 from a fielder holder 415 in a farm athlete holder 384C, which is the storing location of backup athlete characters shown in FIG. 9. The player then arranges them into the blanks in the starting order and bench organization areas 404 and 405 of the first string.

The pitcher order screen 384B has a starting rotation organization area 411 which is located under the team cost display section 403. A middle reliever organization area 412 for four characters, a set-upper organization area 413 for one, and a closer organization area 414 for one are arranged from the left, under the starting rotation organization area 411. These starting rotation organization area 411, middle reliever organization area 412, set-upper organization area 413, and closer organization area 414 are also blank at the beginning. To enroll pitcher characters in the first string, the player selects pitcher characters from a pitcher holder 416 in an athlete holder 384D shown in FIG. 9, and arranges them into the blanks.

After the team organization through the foregoing procedure at step S5 of FIG. 6, the player makes an entry for the server 2 by using the entry means 312 of the processing unit 310 (step S6). The entry means 201 of the processing unit 210 of the server 2 performs processing for accepting the entry of the client computer 3, thereby getting ready to start the game (step S7).

Now, with reference to FIG. 10, a description will be given of the processing flow of the server 2 from the start of the first stage of the game to the end of one cycle of game according to the embodiment of the network game system of the present invention.

Initially, the server 2 is activated to start the first stage (step S10). The timer 211 of the processing unit 210 of the server 2 is set to start clocking (step S11), followed by the processing of storing “1” into an area of the RAM 232 of the storage unit 230 where to store the number of stages (step S12).

Next, the server 2 activates the scheduling means 212 of the processing unit 210 to perform matching processing (pairing of contestants) and schedule the matches (step S13).

At the next step S14, the processing waits for the start time of a match. When the match start time comes (if YES at step S14), the match playing means 213 performs the processing of playing the match automatically based on the parameters set on the PC and/or NPC teams (step S15).

Next, based on the match playing processing by the match playing means 213 (step S15), the match image generating means 214 generates match image data (step S16). Then, the digest image generating means 215 is activated to extract image data that satisfies predetermined conditions set in advance, from the match image data generated, and generate digest image data on the match based on the image data extracted (step S17). Examples of the foregoing predetermined conditions to be satisfied by image data that is extracted from the match image for the sake of generating the digest image data include the following: “image data for 10 seconds before and after a play-ball image,” “image data for 10 seconds before and after the image of a score-earning scene,” “image data for 10 seconds before and after the image of a strikeout scene,” “image data for 10 seconds before and after the image of a homerun scene,” “image data for 10 seconds before and after the image of a score-tying scene or come-from-behind scene,” “image data for 10 seconds before and after the image of a good play scene,” “image data for 10 seconds before and after an image where a manager, coach, or athlete is ordered to leave the field,” and “image data for 10 seconds before and after an ending image.” The server 2 may have a list of these possible conditions so that the player can arbitrarily select desired conditions from the list.

When the match playing processing by the match playing means 213 (step S15) is completed, the match result generating means 216 generates match result data (step S18). Next, whether or not the playing processing has gone through the single stage of matches scheduled is determined (step S19). If there is any match yet to be played, the processing returns to step S14 to wait for the start time of the next match. If all the matches have been processed, the processing proceeds to step S20.

At step S20, the single stage has been completed (in the present embodiment, 135 matches have been completed). Then, the leagues for the respective PC teams to belong to in the next stage are re-ranked depending on their ranking within the current leagues. More specifically, high-ranked teams in rookie leagues are promoted to minor leagues in the next stage. Teams that are ranked high at the end of the stage in the minor leagues are promoted to the top major leagues in the next stage, and low-ranked teams are demoted to rookie leagues. Teams that are ranked low at the end of the stage in the major leagues are demoted into minor leagues.

Next, the processing unit 210 of the server 2 consults the area of the RAM 232 where the number of stages is stored, and determines whether or not the number of stages is “3” (step S21). If YES at this step S21, the processing proceeds to step S23 to end the single cycle of game. If NO at step S21, the processing proceeds to step S22. The area of the RAM 232 where the number of stages is stored is incremented by “1,” and the processing returns to step S13 to prepare for the opening of the next stage.

Next, with reference to FIG. 11, a description will be given of the processing of the server 2 after the end of a single cycle, which is one of the characteristics of the present invention.

When the cycle ending processing at step S23 of FIG. 10 is performed, the processing unit 210 of the server 2 activates the team maximum cost initializing means 203 to reset the team costs of all the PC teams into initial values (step S24). More specifically, the team costs of all the PC teams are reset into those for the first match of the first stage shown in FIG. 4, at the respective ranks of the leagues to which the PC teams belong at the end of the cycle.

Then, the processing unit 210 of the server 2 decrements the athlete lives of all the athlete characters by “1.” The processing unit 210 also activates the athlete character deleting means 204 to delete data on all athlete characters that have reached an athlete life of “0,” including athlete characters stored in the farm athlete holders (the fielder holder 415 and the pitcher holder 416 shown in FIG. 9), from the RAM 232 in the storage unit 230 of the server 2. During the processing of this step S35, the attribute parameter of each athlete character with zero athlete life (if a fielder character, position; if a pitcher character, pitching type) is stored into the storage unit 230 of the server 2 before the athlete character data is deleted.

The processing unit 210 of the server 2 then determines whether or not each of the PC teams includes any athlete character that has been enrolled in the athlete order of the first string and has just been deleted due to the expiration of the athlete life (step S26). If it is determined in the processing of this step S26 that there is an athlete character or characters deleted from the first string due to the expiration of the athlete life, then the processing proceeds to step S27. If it is determined that none of the athlete characters in the first sting is deleted, the processing proceeds to step S28.

At step S27, the processing unit 210 of the server 2 activates the athlete character refilling means 205 to refill the athlete order of the first string with athlete characters out of the backup athlete characters stored in the farm athlete holder. Here, backup athlete characters in the farm, having the same attribute parameters as those of the athlete characters deleted from the first string stored at step S25, are selected by priority. If a plurality of athlete characters have the same attribute parameter, then the athlete character of the lowest cost is selected. The data on various parameters of the athlete characters selected is stored into the location where the data on various parameters of the athlete characters deleted from the data table is stored. At this step S27, characters are refilled as many as deleted from the first string. If the athlete order of the first string reaches the predetermined number of 25 characters, the processing proceeds to the next step S28. In the present embodiment, if the farm athlete characters do not include any athlete character having the same attribute parameter as that of deleted athlete characters, then the server 2 provides athlete characters having the same attribute parameter to the player. The athlete characters to be provided here are prepared in a refill pack in advance. A refill pack contains 14 fielder characters and 11 pitcher characters with well-distributed attribute parameters. Consequently, even if the player has no athlete character in the farm and all the athlete characters in the first string are deleted, it is possible to refill the athlete characters of the refill pack to continue the game.

At step S28, the processing unit 210 of the server 2 determines whether or not the total cost of the 25 athlete characters enrolled in the first string of the PC team falls within the team cost. If YES at this step S28, the processing proceeds to step S40 to settle the athlete order for the first stage of the next cycle. If NO at step S28, the processing proceeds to step S29.

Steps S29 to S39 show the procedure by which the athlete character replacing means 206 of the processing unit 210 of the server 2 replaces athlete characters in the first string with athlete characters in the farm. Here, the following processing for replacing athlete characters shall deal with the case of deleting various parameters of one athlete character from the data table on the parameters of the athlete characters affiliated with the player's PC team shown in FIG. 3(a), and inserting data on the parameters of another athlete character thereto.

At step S29, the processing unit 210 of the server 2 activates the athlete character replacing means 206. The athlete character replacing means 206 initially replaces an athlete character having the highest cost among those of the athlete characters enrolled in the bench 405 of the fielder order shown in FIG. 9, with an athlete character having a cost that is the lowest among those of the backup athlete characters stored in the fielder holder 415 of the farm athlete holder and is lower than those of the athlete characters enrolled in the bench 405 of the fielder order. Then, the processing proceeds to step S30.

At step S30, as with the foregoing step S28, it is determined whether or not the total cost of the 25 athlete characters enrolled in the first string of the PC team falls within the team cost. If YES, the processing proceeds to step S40 to settle the athlete order for the first stage of the next cycle. If NO at step S30, the processing proceeds to step S31.

At step S31, the processing unit 210 of the server 2 determines whether or not the athlete characters enrolled in the bench 405 of the fielder order include any athlete character that has not undergone the replacing processing of step S29 described above. If YES at this step S31, the processing returns to step S29. If NO, the processing proceeds to step S32.

At step S32, the total cost of the athlete characters in the first string is above the team cost even though all the five athlete characters in the bench 405 are replaced with athlete characters in the farm fielder holder 415. Then, the athlete character replacing means 206 replaces an athlete character having the highest cost among the athlete characters enrolled as the middle relievers 412 in the pitcher order of the first string, with an athlete character having the lowest cost among the backup athlete characters stored in the pitcher holder 416 of the farm athlete holder. The processing then proceeds to step S33.

At step S33, as with the foregoing steps S28 and S30, it is determined whether or not the total cost of the 25 athlete characters enrolled in the first string of the PC team falls within the team cost. If YES, the processing proceeds to step S40 to settle the athlete order for the first stage of the next cycle. If NO at step S33, the processing proceeds to step S34.

At step S34, the processing unit 210 of the server 2 determines whether or not the athlete characters enrolled as the middle relievers 412 in the pitcher order include any athlete character that has not undergone the replacing processing of step S32 described above. If YES at this step S34, the processing returns to step S32. If NO, the processing proceeds to step S35.

At step S35, the total cost of the athlete characters in the first string is above the team cost even though all the five athlete characters in the bench 405 and all the four athlete characters enrolled as the middle relievers 412 are replaced with athlete characters in the fielder holder 415 and the pitcher holder 416 in the farm. Then, the athlete character replacing means 206 replaces an athlete character having the highest cost among the athlete characters enrolled as the starting members 404 of the fielder order, and the staring members 411, the set-upper 413, and the closer 414 of the pitcher order in the first string, with an athlete character having the lowest cost among the backup athlete characters stored in the fielder holder 415 or the pitcher holder 416 of the farm athlete holder. The processing then proceeds to step S36.

At step S36, as with the foregoing step S28 and the like, it is determined whether or not the total cost of the 25 athlete characters enrolled in the first string of the PC team falls within the team cost. If YES, the processing proceeds to step S40 to settle the athlete order for the first stage of the next cycle. If NO at step S36, the processing proceeds to step S37.

At step S37, the processing unit 210 of the server 2 determines whether or not the athlete characters enrolled as the starting members 404 of the fielder order and the starting member 411, the set-upper 413, and the closer 414 of the pitcher order in the first string include any athlete character that has not undergone the replacing processing of step S35 described above. If YES at this step S37, the processing returns to step S35. If NO, the processing proceeds to step S38.

At step S38, the total cost of the athlete characters in the first string is above the team cost even though all the athlete characters in the first string are replaced with athlete characters in the fielder holder 415 and the pitcher holder 416 in the farm. Then, the athlete character replacing means 206 replaces an athlete character having the highest cost among the athlete characters enrolled in the first string, with an athlete character having the lowest cost among the athlete characters in the refill pack provided by the server 2, described in the foregoing step S27. The processing then proceeds to step S39.

At step S39, as with the foregoing step S28 and the like, it is determined whether or not the total cost of the 25 athlete characters enrolled in the first string of the PC team falls within the team cost. If YES, the processing proceeds to step S40 to settle the athlete order for the first stage of the next cycle. If NO at step S39, the processing returns to step S38.

As has been described, according to the network game system of the present invention, it is possible to provide a network game system in which players can play a considerable number of matches without spending a long period of time, and in which it is difficult for teams that are long left on the server without being logged in to maintain high ranking.

While there has been described what are at present considered to be preferred embodiments of the present invention, it will be understood that various modifications may be made thereto, and it is intended that the appended claims cover all such modifications as fall within the true spirit and scope of the invention.

Claims

1. A network game system comprising:

a server having storage means containing athlete character information on a plurality of athlete characters to be enrolled in a player character team, the athlete character information including athlete names, preset costs, and athlete lives of the respective athlete characters; and
a client computer capable of transmitting and receiving information to/from said server over a communication network, wherein:
said server performs processing of playing matches of said player character team which is entered in said server by said client computer;
the client computer comprises team organizing means for organizing said player character team so that a total cost of athlete characters selected by a player falls within a maximum cost available for team organization, and first entry means for entering the organized player character team in said server; and
said server comprises second entry means for storing said player character team entered into said storage means, team maximum cost updating means for updating the maximum cost available for organizing said player character team, with respect to each player character team entered, based on win-loss record information on matches stored in a win-loss record information storage unit of said storage means, team maximum cost initializing means for resetting the maximum cost available for organizing said player character team into an initial value, with respect to each player character team entered; and athlete character deleting means for deleting an athlete character expired of athlete life from said player character team, with respect to each player character team entered.

2. The network game system according to claim 1, wherein said team organizing means organizes a predetermined number of said athlete characters into said player character team.

3. The network game system according to claim 2, wherein said server comprises athlete character refilling means for refilling said player character team with a backup athlete character not enrolled in said player character team if said athlete character deleting means deletes any athlete character expired of athlete life and the number of the athlete characters falls below said predetermined number when said team maximum cost initializing means resets the maximum cost available for organizing said player character team into said initial value.

4. The network game system according to claim 3, wherein:

said athlete characters each have an attribute parameter; and
said athlete character refilling means gives priority to said backup athlete character having the same attribute information as that of said athlete character deleted when refilling said player character team with, if said athlete character deleting means deletes said athlete character expired of athlete life and the number of the athlete characters falls below said predetermined number.

5. The network game system according to claim 1, wherein the server comprises athlete character replacing means for replacing part or all of said athlete characters with backup athlete characters not enrolled in said player character team if the total cost of said athlete characters exceeds the maximum cost available for organizing said player character team when said team maximum cost initializing means initializes the maximum cost available for organizing said player character team into said initial value.

6. The network game system according to claim 2, wherein the server comprises athlete character replacing means for replacing part or all of said athlete characters with backup athlete characters not enrolled in said player character team if the total cost of said athlete characters exceeds the maximum cost available for organizing said player character team when said team maximum cost initializing means initializes the maximum cost available for organizing said player character team into said initial value.

7. The network game system according to claim 5, wherein:

said player character team is composed of starting athlete characters and bench athlete characters; and
said athlete character replacing means gives priority to said bench athlete characters when replacing with said backup athlete characters, if the total cost of said athlete characters exceeds the maximum cost available for organizing said player character team.

8. The network game system according to claim 6, wherein:

said player character team is composed of starting athlete characters and bench athlete characters; and
said athlete character replacing means gives priority to said bench athlete characters when replacing with said backup athlete characters, if the total cost of said athlete characters exceeds the maximum cost available for organizing said player character team.

9. The network game system according to claim 5, wherein said athlete character replacing means gives priority to said backup athlete character having a cost lower than or equal to a predetermined value when replacing with.

10. The network game system according to claim 6, wherein said athlete character replacing means gives priority to said backup athlete character having a cost lower than or equal to a predetermined value when replacing with.

11. The network game system according to claim 7, wherein said athlete character replacing means gives priority to said backup athlete character having a cost lower than or equal to a predetermined value when replacing with.

12. The network game system according to claim 8, wherein said athlete character replacing means gives priority to said backup athlete character having a cost lower than or equal to a predetermined value when replacing with.

13. A server having storage means containing athlete character information on a plurality of athlete characters to be enrolled in a player character team, the athlete character information including athlete names, preset costs, and athlete lives of the respective athlete characters, the server being allowed to be connected through a communication network to a client computer capable of transmitting and receiving information over said communication network, the server performing processing of playing matches of said player character team which is entered from said client computer, the server comprising:

entry means for storing said player character team entered from said client computer into said storage means;
team maximum cost updating means for updating a maximum cost available for organizing said player character team, with respect to each player character team entered, based on win-loss record information on matches stored in a win-loss record information storage unit of said storage means;
team maximum cost initializing means for resetting the maximum cost available for organizing said player character team into an initial value, with respect to each player character team entered; and
athlete character deleting means for deleting an athlete character expired of athlete life from said player character team, with respect to each player character team entered.
Patent History
Publication number: 20080287196
Type: Application
Filed: Apr 18, 2008
Publication Date: Nov 20, 2008
Applicant: SEGA Corporation (Tokyo)
Inventors: Yohnosuke MIKI (Tokyo), Hiroaki Sano (Tokyo), Tsutomo Sekimoto (Tokyo)
Application Number: 12/105,888
Classifications
Current U.S. Class: Network Type (e.g., Computer Network, Etc.) (463/42)
International Classification: A63F 9/24 (20060101);