Server system, team formation method in network game, and information storage medium
A play level value of each player which is changed depending on game results is stored in a player management DB. When accepting a matching request from a player terminal, all candidate teams including the player who has issued the matching request are calculated. Candidate teams of which the average level values are almost equal and which completely differ as to the players belonging thereto are determined as opposing teams.
1 . A server system for a network game which is connected with a plurality of player terminals via a communication channel, the server system comprising:
a play level value storage section which stores a play level value for each player which is changed depending on game results;
a request acceptance section which accepts a matching request from the player terminal; and
a team formation section which forms a team of players whose matching request has been accepted by the request acceptance section and whose play level values satisfy a specific almost equal condition based on the stored play level values.
2 . The server system as defined in claim 1 , wherein the network game is a game in which the player terminals belonging to a single team can communicate during the game using a specific communication method;
wherein the server system further includes a location storage section which stores location information of each of the player terminals; and
wherein the team formation section includes a single region team formation section which forms a team of players of player terminals of which the matching request has been accepted by the request acceptance section and which satisfy a specific single region condition.
3 . The server system as defined in claim 2 ,
wherein hierarchical location areas with different areas are defined in advance; and
wherein the single region team formation section forms a team of players of player terminals in a single location area while giving priority to a narrower location area.
4 . The server system as defined in claim 3 ,
wherein the single region team formation section forms opposing teams so that the player terminals of the opposing teams are located in different location areas.
5 . The server system as defined in claim 1 , further comprising:
an acceptance time storage section which stores an acceptance time for each of the player terminals of which the matching request has been accepted by the request acceptance section;
wherein the team formation section includes an acceptance time priority team formation section which forms a team while giving priority to a player terminal of which the acceptance time stored in the acceptance time storage section is earlier.
6 . The server system as defined in claim 1 ,
wherein the request acceptance section includes a level distribution request acceptance section which accepts a level distribution request for the play level values of member players belonging to a player's team; and
wherein the team formation section includes a requested level distribution team formation section which forms a team to satisfy a requested level distribution of each player belonging to a single team which has been accepted by the level distribution request acceptance section.
7 . The server system as defined in claim 1 ,
wherein the request acceptance section includes a team relative level request acceptance section which accepts a relative level request for the play level values of member players belonging to a player's team; and
wherein the team formation section includes a requested relative level team formation section which forms a team to satisfy a requested relative level of each player belonging to a single team which has been accepted by the relative level request acceptance section.
8 . A server system for a network game which is connected with a plurality of player terminals via a communication channel, the server system comprising:
a play level value storage section which stores a play level value of each player which is changed depending on game results;
a candidate calculation section which calculates candidate teams formed of combinations of players;
a team level value calculation section which calculates a total play level value of each of the calculated candidate teams; and
an opposing team determination section which determines candidate teams of which the play level values satisfy a specific almost equal condition as opposing teams.
9 . The server system as defined in claim 8 , further comprising:
a priority index calculation section which calculates a priority index for each of the calculated candidate teams;
wherein the opposing team determination section includes a priority determination section which determines the opposing teams while giving priority to candidate teams of which the calculated priority indices are higher.
10 . The server system as defined in claim 9 , further comprising:
a location storage section which stores location information of each of the player terminals;
wherein the priority index calculation section calculates the priority index of a candidate team formed of players of player terminals satisfying a specific single region condition to be higher than that of a candidate team which does not satisfy the single region condition referring to the content stored in the location storage section.
11 . A method comprising causing a server system for a network game which is connected with a plurality of player terminals via a communication channel to:
store a play level value of each player which is changed depending on game results;
accept a matching request from the player terminal; and
form a team of players whose matching request has been accepted by the request acceptance section and whose play level values satisfy a specific almost equal condition based on the stored play level values.
12 . The method as defined in claim 11 ,
wherein the network game is a game in which the player terminals belonging to a single team can communicate during the game using a specific communication method; and
wherein a team is formed of players of player terminals of which the matching request has been accepted and which satisfy a specific single region condition.
13 . The method as defined in claim 12 ,
wherein hierarchical location areas with different areas are defined in advance; and
wherein a team is formed of players of player terminals in a single location area while giving priority to a smaller location area.
14 . The method as defined in claim 13 ,
wherein opposing teams are formed so that the player terminals of the opposing teams are located in different location areas.
15 . The method as defined in claim 11 ,
wherein a team is formed while giving priority to a player terminal of which acceptance time of the matching request is earlier.
16 . The method as defined in claim 1 ,
wherein a level distribution request for the play level values of member players belonging to a player's team is accepted when accepting the matching request; and
wherein a team is formed to satisfy the accepted level distribution request of each player belonging a single team.
17 . The method as defined in claim 1 ,
wherein a relative level request for the play level values of member players belonging to a player's team is accepted when accepting the matching request; and
wherein a team is formed to satisfy the accepted relative level request of each player belonging a single team.
18 . A method comprising causing a server system for a network game which is connected with a plurality of player terminals via a communication channel to:
store a play level value of each player which is changed depending on game results; calculate candidate teams formed of combinations of the players;
calculate a total play level value of each of the calculated candidate teams; and
determine candidate teams of which the calculated play level values satisfy a specific almost equal condition as opposing teams.
19 . The method as defined in claim 18 , causing the server system to calculate a priority index for each of the calculated candidate teams;
wherein the opposing teams are determined while giving priority to candidate teams of which the calculated priority indices are higher.
20 . The method as defined in claim 19 ,
wherein the priority index of a candidate team formed of players of player terminals satisfying a specific single region condition is calculated to be higher than that of a candidate team which does not satisfy the single region condition referring to location information of each of the player terminals.
21 . A computer-readable information storage medium having a program stored thereon for causing a computer to execute the method as defined in claim 11 .
22 . A computer-readable information storage medium having a program stored thereon for causing a computer to execute the method as defined in claim 18.