Abstract:
Methods and apparatus provide for managing multiplayer play among a first player and at least one second player, where a first mode of multiplayer play is defined such that a game server selects the second player by: (i) selecting candidates by consulting a player database of information concerning a plurality of other players, (ii) sending invitations to the selected candidates to be the selected second player, (iii) receiving acceptances of the invitations from the candidates; and (iv) selecting the second player from among the candidates from whom acceptances were received; and where a second mode of multiplayer play is defined such that the game server selects the second player by consulting a player database of information concerning the plurality of other players, without consideration of an invitation to, or an acceptance from, the selected second player.

Description:
CROSS-REFERENCE TO RELATED APPLICATION  
       [0001]    This is a continuation application of U.S. patent application Ser. No. 12/744,241, filed May 21, 2010, the entire disclosure of which is hereby incorporated by reference. 
     
    
     TECHNICAL FIELD  
       [0002]    The present invention relates to a game control technology and, more particularly, to a game control program, game device, game server, and game control method configured to control a game played by multiple players. 
       BACKGROUND ART  
       [0003]    Match-up games that use a network are gaining popularity. Players can find an opponent in a match-up using a matching function provided by a server and enjoy a match-up game. 
       SUMMARY OF THE INVENTION  
       [0004]    In network-based match-up games, one can experience enjoyment that cannot be experienced in a single player play. The down side of network games is that one cannot advance the game at one&#39;s own pace. 
         [0005]    The present invention addresses this drawback and a purpose thereof is to provide a game control technology capable of providing increased entertainment value. 
         [0006]    One embodiment of the present invention relates to a game control program product. The game control program product comprises: a module operative to request a game server managing multiplayer play to select a player with which to play a multiplayer play where a game is played between a game device of a requesting player and a game device of another player; a module operative to select a first mode or a second mode of multiplayer play and notify the game server accordingly, the first mode being a mode where a multiplayer play is played with a player accepting the request for a multiplayer play, and the second mode being a mode where a selected player is forced to play in a multiplayer play; and a module operative to receive notification of a player with which to play a multiplayer play from the game server and control the requested multiplayer play with a game device of the player designated by the notification. 
         [0007]    Another embodiment of the present invention also relates to a game control program product. The game control program product comprises: a module operative to acknowledge, from a game device of a player, a request for a multiplayer play where a game is played between a game device of a requesting player and a game device of another player; a module operative to select a first mode or a second mode of multiplayer play, the first mode being a mode where a multiplayer play is played with a player accepting the request for a multiplayer play, and the second mode being a mode where a selected player is forced to play in a multiplayer play; a module operative to refer to a player database storing information on players and select a player to play the requested multiplayer play; and a module operative to notify the selected player&#39;s game device of the selected mode and requests the game device thus notified to start the requested multiplayer play. 
         [0008]    Still another embodiment of the present invention also relates to a game control program product. The game control program product comprises: a module operative to control a game where a player controls a player&#39;s character and advances in a game field; a module operative to acquire play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and a module operative to display the play data or the message when the player&#39;s character is located within a predetermined range from a position where the play data or the message is registered. 
         [0009]    Yet another embodiment of the present invention also relates to a game control program product. The game control program product comprises: a module operative to acquire, from a game device adapted to control a game where a player controls a player&#39;s character and advances in a game field, play data indicating the status of progress of the game in the game field or a message directed to another player displayed in the game field; a module operative to refer to a player database storing information on positions of the player&#39;s characters of a plurality of game devices in the game field and to select a player that controls a player&#39;s character located within a predetermined range from a position in the game field where the play data or the message should be displayed; and a module operative to deliver the play data or the message to the game device of the selected player. 
         [0010]    Optional combinations of the aforementioned constituting elements, and implementations of the invention in the form of methods, apparatuses, and systems may also be practiced as additional modes of the present invention. 
         [0011]    The present invention provides a game control technology capable of providing increased entertainment value. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0012]      FIG. 1  shows the configuration of a game system according to an embodiment; 
           [0013]      FIG. 2  shows exemplary data stored in a player database; 
           [0014]      FIG. 3  shows exemplary data stored in a message database; 
           [0015]      FIG. 4  shows the configuration of a game device according to the embodiment; 
           [0016]      FIG. 5  shows an exemplary screen displayed by the display device; 
           [0017]      FIG. 6  shows the configuration of a game server according to the embodiment; 
           [0018]      FIG. 7  shows exemplary data stored in an attribute storage unit; 
           [0019]      FIG. 8  shows exemplary data stored in a tallying condition storage unit; 
           [0020]      FIG. 9  shows exemplary data stored in a change condition storage unit; 
           [0021]      FIG. 10  shows the configuration of a game terminal according to the embodiment; and 
           [0022]      FIG. 11  shows an exemplary screen presented by an attribute presenting unit. 
       
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS  
     First Embodiment  
       [0023]    A description will be given of a technology according to an embodiment that provides the function of allowing players playing a game in parallel to exercise influence to each other directly or indirectly. To describe the embodiment, a role playing game will be discussed by way of example where a player controls a player&#39;s character in a hope to achieve a certain goal, traveling in a game field formed of multiple areas, fighting with an enemy character, picking up an item, clearing an event, etc. 
         [0024]    When a player&#39;s character dies by, for example, being defeated by an enemy character before achieving the goal, the game is re-started at a certain point in an area with the item that had been acquired being lost and the level of physical strength being reduced to half. The game server provides a means to allow the player to re-start the game without losing an item and so on. In other words, the player can seek relief from the game server to restore the player&#39;s character. The game server provides two methods of relief. One method is to allow the player to cooperate with a player to give relief and advance the game accordingly so that the player&#39;s character is restored by achieving the goal and clearing the area. Such a method will be referred to as “friendly mode”. Another is to restore the player&#39;s character by fighting with a player&#39;s character of a player to give relief and defeating the player. Such a method will be referred to as “hostile mode”. 
         [0025]    In the case of friendly mode, the game server requested by a player to relieve the player&#39;s character recruits a player to give relief. When a player to give relief is found, the player&#39;s character of the player to give relief is located in the game field of the player that requested the relief. In the case of hostile mode, the game server automatically selects a player to give relief and causes the player&#39;s character of the requesting player to enter the game field of the selected player. A player can choose from either of the methods when the player&#39;s character dies and attempt to restore the player&#39;s character accordingly. 
         [0026]    A player can play the game independently without connecting to the game server. By connecting to the game server to play the game, the player is given an opportunity to enjoy a multiplayer play with other players, as described above. Since a multiplayer play in the friendly mode does not occur unless the player requests relief or accepts to give relief to someone else, the player can enjoy a multiplayer play on its own pace. Sometimes, another player unexpectedly enters the player&#39;s field in the hostile mode. Therefore, the player can enjoy the playful tension. 
         [0027]    The embodiment further provides various functions designed to help players to communicate with each other indirectly. For example, the play data of another player may be played back while the game is in progress, the position where the game was over for another player may be displayed, a message for other players may be left in the field, or a message left by another player is displayed. In this way, each player can collect information that serves as a hint to the progress of the game so that the convenience for the players is improved. By seeing other players&#39; situations or viewing messages from them, sense of solidarity is created among players, bringing refined enjoyment to the players. 
         [0028]      FIG. 1  shows the configuration of a game system  1  according to the embodiment. In the game system  1 , a game device  100  that allows a player to play a game, and a server  10  controlling the game run in multiple game devices  100  are connected by a network such as the Internet  20 . The device  100  and the game server  10  exchange data via the Internet  20 . 
         [0029]    The game server  10  is provided with a communication unit  30 , a control unit  40 , a player database  60 , a message database  62 , and a play data storage unit  64 . The configuration is implemented, in hardware components, by any CPU of a computer, a memory, and in software by a program or the like loaded into the memory.  FIG. 1  depicts functional blocks implemented by the cooperation of hardware and software. Therefore, it will be obvious to those skilled in the art that the functional blocks may be implemented in a variety of manners by hardware only, software only, or a combination of thereof. 
         [0030]    The player database  60  stores information on players utilizing the service provided by the game server  10 .  FIG. 2  shows exemplary data stored in the player database  60 . The player database  60  is provided with a player ID column (fields)  70 , an authentication data column (fields)  71 , an IP address column (fields)  72 , a level column (fields)  73 , an area ID column (fields)  74 , a play data column (fields)  75 , a game over position column (fields)  76 , and a status column (fields)  77 . The player ID fields  70  store player IDs. The authentication fields  71  store data for authenticating the associated players. The IP address fields  72  store the IP addresses of the game devices of the associated players. The level fields  73  store the levels of the players&#39; characters of the associated players. The area ID fields  74  store the IDs of the areas of the game fields in which the associated players are playing. The player data fields  75  store the name of the data files storing the play data of the associated players. The game over position fields  76  store the positions where the players&#39; characters of the associated players die. The status fields  77  store the status of the associated players in the game. The status may be “running normal mode”, “requesting friendly mode”, “running friendly mode”, “requesting hostile mode”, “running hostile mode”, etc. 
         [0031]    The message database  62  stores messages registered by players.  FIG. 3  shows exemplary data stored in the message database  62 . The message database  62  is provided with a message ID column (fields)  80 , an area ID column (fields)  81 , a position column (fields)  82 , a player ID column (fields)  83 , a message column (fields)  84 , and an evaluation column (fields)  85 . The message ID fields store the IDs of messages. The area ID fields  81  store the IDs of the areas of the game fields in which the associated messages are registered. The position fields  82  store the positions in the areas in which the associated messages are registered. The player ID fields  83  store the IDs of the players registering the associated messages. The message fields  84  store the content of the associated messages. The evaluation fields  85  store the evaluation given to the associated messages by other players. 
         [0032]    The authentication unit  41  authenticates the player attempting to connect to the game server  10 . When the authentication unit  41  is requested by the game device  100  of the player to authenticate the device  100  for connection, the unit  41  demands the ID and authentication data from the player. The unit  41  refers to the player database  60  and authenticates the player ID and the authentication data thus acquired. When the player ID is not registered in the player database  60 , the authentication unit  41  acknowledges a request for registration from the player and registers the player ID and the authentication data in the player database  60 . When the authentication is successful, the authentication unit  41  acquires the IP address of the game device  100  and registers the address in the player database  60 . The unit  41  also acquires the level of the player and the ID of the area in which the player is playing and registers them in the player database  60 . 
         [0033]    A multiplayer play request acknowledging unit  42  acknowledges a request for a multiplayer play from the game device  100  of the player. As mentioned before, the embodiment provides for a multiplayer play as a means of relief when the player&#39;s character dies. The multiplayer play request acknowledging unit  42  acknowledges a request for a multiplayer play in the friendship mode or in the hostile mode from the game device  100  of the player requesting the restoration of the dead player&#39;s character. 
         [0034]    When the multiplayer play request acknowledging unit  42  acknowledges a request for a multiplayer play in the friendly mode, a friendly mode matching unit  43  selects a player with which the requesting player plays a multiplayer play. The friendly mode matching unit  43  acquires the level and the area ID of the player requesting a multiplayer play in the friendly mode from the player database  60 . The unit  43  searches the player database  60  for players playing in the same area and having a similar level. The friendly mode matching unit  43  selects players according to a predetermined condition or in a random fashion from the players identified by the search. The unit  43  transmits to the game devices  100  of the selected players data for inviting the selected players to a multiplayer play in the friendly mode. The friendly mode matching unit  43  determines a partner in the multiplayer play from the game devices  100  invited to the multiplayer play and accepting the invitation to the multiplayer play. The friendly mode matching unit  43  transmits, to the game device  100  of the player thus determined and to the game device  100  of the requesting player, the IP addresses of each other&#39;s game devices  100 . 
         [0035]    For the purpose of increasing the likelihood of success of relief of the player&#39;s character in the friendly mode, a player having a higher level than the player requesting the relief may be selected as the one to give relief. In this way, the convenience for the player is improved. Conversely, a player having a lower level than the player requesting the relief may be selected as the one to give relief. In this way, the difficulty of the game is maintained at a high level and the enjoyment of the game is improved. 
         [0036]    When the multiplayer play request acknowledging unit  42  acknowledges a request for a multiplayer play in the hostile mode, a hostile mode matching unit  44  selects a player with which the requesting player plays a multiplayer play. The hostile mode matching unit  44  acquires the level and the area ID of the player requesting a multiplayer play in the hostile mode from the player database  60 . The unit  44  searches the player database  60  for players playing in the same area and having a similar level. The hostile mode matching unit  44  selects players according to a predetermined condition or in a random fashion from the players identified by the search. The unit  44  notifies the game device  100  of the selected player of the start of a multiplayer play in the hostile mode. In other words, in the case of the hostile mode, the player&#39;s character of the requesting player enters the game field of the requested player regardless of whether the requested player likes it or not, whereupon a multiplayer play is started. The hostile mode matching unit  44  transmits, to the game device  100  of the requested player and to the game device  100  of the requesting player, the IP addresses of each other&#39;s game devices  100 . 
         [0037]    For the purpose of increasing the likelihood of success of relief of the player&#39;s character in the hostile mode, a player having a lower level than the player requesting the relief may be selected as an opponent. In this way, the convenience for the player is improved. Conversely, a player having a higher level than the player requesting the relief may be selected as an opponent. In this way, the difficulty of the game is maintained at a high level and the enjoyment of the game is improved. 
         [0038]    The friendly mode matching unit  43  or the hostile mode matching unit  44  may select multiple players as players in a multiplayer play. In this case, an upper limit may be set to the number of players that can participate in a multiplayer play in order to reduce the processing load of the game device  100  or the congestion in communication. 
         [0039]    When a player in a multiplayer play is determined, exchange of data between the game devices  100  participating in a multiplayer play may be mediated by the game server  10 . Alternatively, the data may be exchanged using P2P communication between the game devices  100 . In the latter case, the data may be directly exchanged between the participating game devices  10 . Alternatively, a given game device  100  (e.g., the game device  100  originating the request) may serve as a host to mediate data exchange between the game devices  100 . 
         [0040]    A play data acquiring unit  45  acquires data indicating the status of the game being run from the game device  100  of the player and stores the data in the play data storage unit  64 . The play data acquired may be moving image data capturing screen images and sound of the game being run, or data indicating the history of player control, or control parameters of the game. Alternatively, the play data may be replay data comprising coordinate data indicating the position of the player&#39;s character and data indicating the orientation of the player&#39;s character as recorded frame by frame or at intervals of a predetermined number of frames. What is essential is that the play data thus acquired can be played back in the game device  100  of another player. The play data includes data generated when the player&#39;s character is defeated to death by an enemy. 
         [0041]    A play data delivering unit  46  delivers the play data stored in the play data storage unit  64  to the game device  100  of the player according to a predetermined timing schedule. The play data delivering unit  46  may read the play data stored in the play data storage unit  64 , select the game device  100  that should receive the play data, and deliver the data accordingly. Alternatively, the game device  100  may first determine the game device  100  that should receive the play data, then select the play data that should be delivered to the device  100  thus determined, and deliver the data accordingly. 
         [0042]    In the former case, the play data delivering unit  46  selects and reads the play data stored in the play data storage unit  64  according to a certain condition or in a random fashion. Subsequently, the play data delivering unit  46  refers to the player database  60 , acquires the level and area ID of the player transmitting the play data thus read, and searches the player database  60  for players playing in the same area and having a similar level. Of the players identified by the search, the play data delivering unit  46  selects a player to deliver the data to according to a predetermined condition or in a random fashion. The unit  46  acquires the IP address of the game device  100  of the selected player and transmits the play data accordingly. 
         [0043]    In the latter case, the play data delivering unit  46  selects the game device  100  to deliver the play data to according to a predetermined condition or in a random fashion. Subsequently, the play data delivering unit  46  refers to the play database  60 , acquires the level and area ID of the player of the game device  100  thus selected, and searches the player database  60  for players playing in the same area and having a similar level. Of the players identified by the search, the play data delivering unit  46  selects a player according to a predetermined condition or in a random fashion. The unit  46  reads the play data of the selected player from the play data storage unit  64  and transmits the data accordingly. 
         [0044]    The play data delivering unit  46  may deliver the play data to the game device  100  periodically, deliver the data to the game device  100  of the other players when the play data acquiring unit  45  acquires the play data, or deliver the play data in an area collectively when the player starts playing in the area. The play data delivering unit  46  may provide an upper limit to the number of game devices  100  to collectively deliver the play data to, for the purpose of reducing the load of the game server  10 . 
         [0045]    A message registration acknowledging unit  47  acknowledges a request for registration of a message from the game device  100  and registers the message thus acknowledged in the message database  62 . In addition to the content of the message, the message registration acknowledging unit  47  acquires from the game device  100  the ID of and position in the area in which to register the message and registers the ID and position in the message database  62 . 
         [0046]    A message delivering unit  48  delivers the message registered in the message database  62  to the game device  100  of the player. When a player starts playing in an area, the message delivering unit  48  reads the message registered in the area from the message database  62  and delivers the message content and data indicating the position of registration to the recipient game device  100 . This allows the game device  100  to display the message in the game field. 
         [0047]    The message delivering unit may additionally read the ID of the player registering the message or the evaluation of the message from the message database  62  and deliver it to the game device  100 . This allows the player to evaluate the reliability of the registered message in an objective manner. 
         [0048]    An upper limit to the number of messages delivered may be set in consideration of the load of the game device  100 . The message delivering unit  48  may select a message to deliver by allowing for the level of the player registering the message and the level of the player to deliver the message to. For example, the unit may preferentially select a message registered by a player having a level different from that of the recipient player by a predetermined amount or less. This allows providing the player with a message such as a hint left by a player of a similar level so that the convenience for the player is improved. 
         [0049]    A message evaluation unit  49  evaluates the message registered in the message database  62 . The message evaluation unit  49  may acquire the evaluation of the message from the game device  100  when the registered message is delivered to the game device  100 . The message evaluation unit  49  calculates a numerical score indicating the evaluation of the message and registers it in the message database  62 . 
         [0050]      FIG. 4  shows the configuration of the game device  100  according to the embodiment. The game device  100  is provided with a controller  120 , an input acknowledging unit  122 , a communication unit  130 , a control unit  140 , a parameter storage unit  160 , a screen generating unit  166 , and a display device  168 . The components may be implemented in a variety of manners by hardware only, software only, or a combination of thereof. 
         [0051]    The input acknowledging unit  122  acknowledges a control signal from the controller  120  controlled by the player. The control unit  140  moves the player&#39;s character in an area forming the game field based on a control input from the player acknowledged by the input acknowledging unit  122  so as to advance the game. The parameter storage unit  160  stores various parameters necessary to advance the game such as the position of the player&#39;s character and an event flag. The screen generating unit  166  generates a screen of the game controlled by the control unit  140  and causes the display device  168  to display the screen. The communication unit  130  controls communication with the game server  10  via the Internet  20 . 
         [0052]    A single player play control unit  141  runs the game program and controls the game in the normal mode played by a single player. The single player play control unit  141  moves the player&#39;s character in an area and controls the execution of a battle with an enemy character or of an event. The single player play control unit  141  manages acquisition, disposal, and use of an item, as well as controlling increase/decrease of the physical strength level of the player&#39;s character. When the physical strength level of the player&#39;s character becomes zero, the unit deletes the item in possession of the player, sets the physical value level to half the maximum value, moves the player&#39;s character to a predetermined position in the area where the player played, and re-starts the game. 
         [0053]    A multiplayer play request transmitting unit  142  transmits data requesting a multiplayer play with another player to the game server  10 . As mentioned before, a multiplayer play is called for the purpose of restoring a dead player&#39;s character. The multiplayer play request transmitting unit  142  may request the game server  10  to run a multiplayer play when the player&#39;s character dies while the single player play control unit  141  is running a single player play. Alternatively, the unit  142  may request the game server  10  to run a multiplayer play when the game is re-started and then the player requests a multiplayer play by, for example, using an item for requesting a multiplayer play. The multiplayer play request transmitting unit  142  acknowledges a request from the player for a multiplayer play in the friendly mode or for a multiplayer play in the hostile mode. The unit  142  notifies the game server  10  of the mode of multiplayer play. 
         [0054]    A multiplayer play control unit  143  controls a multiplayer play with the game device  100  with which to play the requested multiplayer play. The multiplayer play control unit  142  runs the requested multiplayer play with the game device  100  notified by the game server  10 . A multiplayer play may be started when the player controls the multiplayer play request transmitting unit  142  to request the game server  10  to offer a multiplayer play in the friendly mode or in the hostile mode. A multiplayer play may alternatively be started when the player accepts an invitation to a multiplayer play in the friendly mode from another player, or when the player&#39;s character of another player comes entering the field for a multiplayer play in the hostile mode initiated by the entering player. 
         [0055]    When the multiplayer play request transmitting unit  142  of a device requests the start of a multiplayer play in the friendly mode, the multiplayer play control unit  143  of the requesting device terminates the multiplayer play when the player&#39;s character achieves a predetermined goal in the area. In this case, the player&#39;s character once dead is restored and the game is returned to a single player play. In the hostile mode, the multiplayer play control unit  143  terminates the multiplayer play when the player&#39;s character wins a battle with the player&#39;s character of the player in the multiplayer play. In this case, the player&#39;s character once dead is restored and the game is returned to a single player play. Second death of the player&#39;s character in a multiplayer play is processed in the same manner as death of the player&#39;s character in a single player play. 
         [0056]    A play data transmitting unit  144  transmits the play data occurring in the game to the game server  10  at a predetermined timing schedule while the game is running. The play data transmitting unit  144  may transmit the play data periodically, i.e., at predetermined time intervals. Alternatively, the unit  144  may transmit the play data when a predetermined trigger (e.g., occurrence of an event or clearing) is generated. 
         [0057]    A play data receiving unit  145  receives the play data of another game device  100  from the game server  10 . A play data playback unit  146  plays back the play data of another game device  100  received by the play data receiving unit  145 . For example, when the play data receiving unit  145  receives the play data comprising coordinate data indicating the position of the player&#39;s character of another game device  100  and data indicating the orientation of the player&#39;s character as recorded frame by frame, the play data playback unit  146  reads shape data of the player&#39;s character by referring to the data indicating the orientation so as to generate an image of the player&#39;s character and place the image on the game field by referring to the coordinate data. 
         [0058]    The play data playback unit  146  may play back the received play data when the play data receiving unit  145  receives the play data. Alternatively, the unit  146  may store the play data received in the parameter storage unit  160  and reads the data from the parameter storage unit  160  and plays back the data accordingly when the player&#39;s character passes the position where the play data is recorded. This allows the player to feel the other player is playing in parallel and develop the sense of solidarity. Therefore, the enjoyment of the game is improved. Further, the player is provided with guidance to advance the game, by playing back the play of another player. Therefore, the convenience for the player is improved. 
         [0059]    When the play data playback unit  146  receives data indicating the position where the player&#39;s character of another player dies, the unit  146  displays a mark (e.g., blood mark) at the associated position in the game field. When the player&#39;s character approaches the mark, the play data playback unit  146  inquires the player whether to play back the play data associated with the blood mark. When the unit  146  receives an instruction to play back the data, the unit  146  reads the associated play data from the parameter storage unit  160  and plays back the data. This allows the player to know where the game was over for another player and in what situation the game was over. Therefore, the convenience for the player is improved. 
         [0060]    A message registration unit  147  acknowledges a request to register a message from the player and requests the game server  10  to register the message. The message registration unit  147  presents a screen to enter a message when the unit  147  acknowledges a request to register a message from the player. A template of the message may be stored in the parameter storage unit  160  so that the template is presented to acknowledge the entry of a message. Alternatively, a free text may be acknowledged. The message registration unit  147  transmits to the game server  10  the message thus acknowledged, the area ID in the game field in which to display the message, and information indicating the position in the area. 
         [0061]    A message receiving unit  148  receives a message registered in the game server  10  from the game server  10 . The message receiving unit  148  may receive the message registered in the area before the player&#39;s character enters the area. Alternatively, the unit  148  may receive the message according to a predetermined timing schedule while the game is in progress. The message receiving unit  148  stores the received message in the parameter storage unit  160 . 
         [0062]    A message displaying unit  149  displays the message received by the message receiving unit  148 . When the screen generating unit  166  generates a screen, the message displaying unit  149  reads the position where the message is registered from the parameter storage unit  160  and notifies the unit  166  accordingly. When the screen generated by the screen generating unit  166  includes the position where the message is registered, an icon or the like indicating that the message is registered is displayed in the neighborhood of the position. When the message displaying unit  149  acknowledges a request to display the message from the player, the unit  149  reads the associated message from the parameter storage unit  160  and displays the message. This allows the player to read a message left by another player. Therefore, the player is provided with guidance to advance the game and the convenience for the player is improved. Conventionally, information exchange between players is done via a bulletin board dedicated for the purpose. By providing the function to allow messages to be exchanged within the game, however, the player is capable of reading messages without taking the trouble of opening a bulletin board while the game is in progress and reading messages related precisely to the position in the game. Therefore, the convenience is further improved. The message displaying unit  149  may display only those messages evaluated at a level higher than a predetermined value. This improves the reliability of the message. 
         [0063]    After presenting the message to the player, the message displaying unit  149  acknowledges evaluation of the message from the player and transmits the evaluation to the game server  10 . Many of the messages displayed relate to the game field ahead the point where the message is displayed. In this case, however, the player cannot evaluate the reliability of the message when the message is displayed. Therefore, the message displaying unit  149  may acknowledge from the player the evaluation of the message displayed in the past, when the player reaches a predetermined point in the game field or clears the area. In this way, the reliability of the message can be accurately reflected in the evaluation. 
         [0064]      FIG. 5  shows an exemplary screen displayed by the display device  168 . In addition to a player&#39;s character  90  and an enemy character, the screen shows a player&#39;s character  91  of another player, a blood mark  92  indicating the position where the other player&#39;s character dies, an icon  93  indicating a message left by the other player, and a blood mark  94  indicating that the other player is requesting a multiplayer play in the friendly mode. 
         [0065]    The play data playback data  146  plays back the play data of the other player in, for example, a semi-transparent fashion so that the player&#39;s character  91  of the other player is visually distinguished from the player&#39;s character  90  of the player&#39;s device. 
         [0066]    When the player&#39;s character  91  approaches the blood mark  92 , the play data playback unit  146  inquires the player whether the play data generated when the player&#39;s character associated with the blood mark  92  died should be played back. When the player requests that the data be played back, the play data playback unit  146  reads the play data from the parameter storage unit  160  and plays back the data. 
         [0067]    When the player&#39;s character  91  approaches the icon  93  indicating the message, the message displaying unit  149  inquires the player whether the message associated with the icon should be displayed. When the player requests that the message be displayed, the message displaying unit  149  reads the message from the parameter storage unit  160  and displays the message. In this process, the unit  149  may request the player to provide an evaluation of the message. The evaluation of the message provided by the player is transmitted by the message registration unit  147  to the game server  10 . 
         [0068]    When the player&#39;s character  91  approaches the blood mark  94 , the multiplayer play control unit  143  inquires the player whether the player accepts invitation to a multiplayer play in the friendly mode. When the player requests a multiplayer play, the multiplayer play control unit  143  notifies the game server  10  of the acceptance of the invitation to a multiplayer play. Upon being notified by the game device  10  of the IP address of the game device  100  of the other player in the requested multiplayer play, the multiplayer play control unit  143  starts the requested multiplayer play. 
         [0069]    Services are widely used that provide a game field where multiple players can play a game simultaneously and in parallel via a network. Examples of network games include games where multiple players match up or games where multiple players cooperate to advance a game toward a certain goal. 
         [0070]    However, the vivid pleasure of a game may be lost as the game is played repeatedly because the game itself remains unchanged even if the opponent in a match or the partner in cooperation changes. There is called for a technology to introduce a change in a game in order to prevent a user from feeling bored playing the game. 
         [0071]    The present invention addresses this goal and a purpose thereof is to provide a game control technology capable of providing increased entertainment value. 
         [0072]    One aspect of the second embodiment relates to a game control program product. The game control program product comprises: a module operative to communicate with game terminals of a plurality of players; a module operative to acquire a first parameter that varies with the progress of a game from the game terminals; a module operative to tally the first parameters from the game terminals in accordance with a tallying condition stored in a condition storage unit and calculate a second parameter indicating the overall pattern of the plurality of players; and a module operative to communicate a change of a third parameter for controlling the game to the game terminals, in accordance with a change condition stored in the condition storage unit and based on the second parameter thus calculated. 
         [0073]    Another aspect of the second embodiment also relates to a game control program product. The game control program product comprises a module operative to control the progress of a game; a module operative to transmit a parameter that varies with the progress of the game to a game server adapted to manage a plurality of game terminals; a module operative to receive notification of a change of a parameter for controlling the game from the game server; and a module operative to change a parameter used by the module for controlling the progress of the game to control the game, in accordance with the notification of a change thus received. 
         [0074]    Optional combinations of the aforementioned constituting elements, and implementations of the invention in the form of methods, apparatuses, and systems may also be practiced as additional modes of the present invention. 
         [0075]    The second embodiment provides a game control technology capable of providing increased entertainment value. 
       Second Embodiment  
       [0076]    A description will be given of a technology according to the second embodiment whereby the game server for management of a game played by multiple players acquires and tallies event information (an example of the first parameter that varies with the progress of the game) from the game terminals of the multiple players playing the game, calculates an attribute (an example of the second parameter indicating the pattern of the game world as a whole built by the game server), and changes a control parameter (an example of the third parameter for controlling the game in the game terminals) in accordance with the attribute thus calculated. 
         [0077]    The attribute of the game world as a whole indicates “atmosphere” or “pattern” of the game world built by multiple participating players. The attribute reflects the way the game is advanced by the players connected to the game server, the progress of the game, the content, level, and nature of events, etc. For example, if there are a lot of players in a role playing game attempting to advance the game by cooperating with a friendly character and defeating an evil enemy character, the sense of justice prevails in the game world as a whole. In this case, the levels of friendly characters are increased, or a large number of valuable items are placed in the field, etc. Conversely, if there are a lot of players attempting to advance the game by diminishing a friendly character and cooperating with an evil enemy character, an evil atmosphere prevails in the game world as a whole. In this case, more evil enemy characters will present themselves, or items not available in a normal scenario are placed in the field, etc. 
         [0078]    Since each player advances the game under the influence from multiple other players playing the game simultaneously and in parallel, the player can feel a sense of involvement and experience the pleasure that cannot be experienced in related-art games. Further, since the status of each player in the game is changed in accordance with the attribute of the game world as a whole, the player can experience a game that is rich in variations. 
         [0079]      FIG. 6  shows the configuration of a game server  210  according to the embodiment. The game server  210  is provided with a communication unit  230 , a control unit  240 , an attribute storage unit  260 , a tallying condition storage unit  262 , and a change condition storage unit  264 . The configuration is implemented, in hardware components, by any CPU of a computer, a memory, and in software by a program or the like loaded into the memory.  FIG. 1  depicts functional blocks implemented by the cooperation of hardware and software. Therefore, it will be obvious to those skilled in the art that the functional blocks may be implemented in a variety of manners by hardware only, software only, or a combination of thereof. 
         [0080]    In this embodiment, each game terminal  300  runs a role playing game. A role playing game comprises multiple areas. When the player clears an area, the player is capable of moving to the next area. When the player logs into the game server  210  via the game terminal  300  before playing an area, the player is presented by the game server  210  with the current attribute of the area in the game world as a whole. When the player does not wish to play in the game world with the attribute thus presented, the player can log off from the game server  210  and play on an individual basis. 
         [0081]    When the player chooses to play in the game world, the game server  210  determines control parameters of the area based on the current attribute of the area and the attribute of the player itself, and communicates the parameters thus determined to the game terminal  300 . The game terminal  300  controls the game based on the control parameters thus communicated. This allows the player to enjoy the game in which the attribute of the game world as a whole built by the game server  210  is reflected. The game terminal  300  transmits information on an event generated while the game is in progress to the game server  210 . The game server  210  calculates and records the attribute of the player by referring to the event information thus retrieved and causes the attribute to be reflected in the attribute of the game world as a whole. In this way the attribute of the game world as a whole varies minute by minute in accordance with events generated by individual players so that a change is introduced in the game. 
         [0082]    A description will now be given of the operation of individual functional blocks with reference to  FIG. 6 . The communication unit  230  exchanges data with the game terminal  300  of the player via the Internet  20 , which is an example of a network. 
         [0083]    The attribute storage unit  260  stores attributes calculated by tallying the parameters retrieved from the game terminals of the players. As described below, according to the embodiment, the game parameters are changed in consideration of both the attributes of individual players and the attribute of the game world as a whole. Therefore, the attribute storage unit  260  stores the attribute of the whole and those of individual players. 
         [0084]      FIG. 7  shows exemplary data stored in the attribute storage unit  260 . The attribute storage unit  260  is provided with a player ID column (fields)  270 , a recorded date and time column (fields)  271 , an area ID column (fields)  272 , a WB attribute column (fields), and an LR attribute column (fields)  274 . The player ID fields  270  store the IDs of players for which an attribute is recorded. The recorded date and time fields  271  store the date and time that the attribute is recorded. The area ID fields  272  store the IDs of areas in which the attribute is recorded. The WB attribute fields  273  and the LR attribute fields  274  store the attribute of the game worlds as a whole and those of individual players, respectively. The WB attribute is increased as players play more in the interest of justice and is decreased as players play evil characters. The LR attribute denotes affinity with a specific character. In this embodiment, the parameters for controlling the game are determined by referring to these two attributes. Alternatively, only one or three or more attributes may be provided. 
         [0085]    The tallying condition storage unit  262  stores a tallying condition for tallying the event information and calculating the attribute.  FIG. 8  shows exemplary data stored in the tallying condition storage unit  262 . The tallying condition storage unit  262  is provided with an event column (fields)  275 , an area ID column (fields)  276 , a WB attribute column (fields)  277 , and an LR attribute column (fields)  278 . For example, when the player generates an event “defeat enemy character A in the castle” in an area identified by area ID “1”, “−10” is added to the WB attribute. 
         [0086]    The change condition storage unit  264  stores a condition for changing the control parameters of the game in accordance with the attribute of the game world as a whole and the attributes of individual players.  FIG. 9  shows exemplary data stored in the change condition storage unit  264 . The change condition storage unit  264  is provided with an area ID column (fields)  280 , a WB attribute column (fields)  281 , an LR attribute column (fields)  282 , and a control parameter column (fields)  283 . For example, given that the WB attribute calculated by referring to the attribute of the game worlds as a whole and the attribute of the associated player is “+50” or greater, the “enemy character level”, one of the control parameters, is increased by an increment of “+1”. 
         [0087]    An authentication unit  241  authenticates the game terminal  300  of the player. For example, the authentication unit  241  retrieves a player ID and a password for authentication from the game terminal  300  via the communication unit  230 , and authenticates the game terminal  300  of the player by referring to the player database (not shown). When the authentication is successful, the authentication unit  241  registers the IP address of the game terminal  300  of the player in the player database. The game server  210  retrieves the event information of the game from the game terminal  300  of the player successfully authenticated, as described later, and notifies the terminal of a change in the control parameters of the game. 
         [0088]    An event information retrieving unit  242  retrieves event information that varies with the progress of the game from the game terminal  300  of the player successfully authenticated by the authentication unit  241 . A tallying unit  243  calculates the attribute from the event information retrieved by the event information retrieving unit  242  in accordance with the condition stored in the tallying condition storage unit  262  and stores the attribute in the attribute storage unit  260 . A parameter change communicating unit  244  calculates the game control parameters in the individual game terminals, by referring to the attribute calculated by the tallying unit  243 , and notifies the game terminal  300  of a change in the control parameters. The parameter change communicating unit  244  may communicate the attribute calculated by the tallying unit  243  to the game terminal  300  so that the game terminal  300  can calculate the control parameters for controlling the game and change the parameters. 
         [0089]    An attribute presenting unit  245  reads the attribute of the game world as a whole from the attribute storage unit  260  and presents the attribute to the game terminal  300 . The attribute presenting unit  245  may present the attribute of the game world as a whole to the game terminal  300  before the parameter change communicating unit  244  communicates a change in the parameters to the game terminal  300 . This allows the player of the game terminal  300  to know the pattern underlying the game world as a whole beforehand and determine whether to accept the change in the parameters. 
         [0090]      FIG. 10  shows the configuration of the game terminal  300  according to the embodiment. The game device  300  is provided with a controller  320 , an input acknowledging unit  322 , a communication unit  330 , a control unit  340 , a parameter storage unit  360 , a screen generating unit  366 , and a display device  368 . The components may be implemented in a variety of manners by hardware only, software only, or a combination of thereof. 
         [0091]    The input acknowledging unit  322  acknowledges a control signal from the controller  320  controlled by the player. The control unit  340  advances the game based on a control input from the player acknowledged by the input acknowledging unit  322 . The parameter storage unit  360  stores various parameters necessary to advance the game such as control parameters for controlling the game, event information that varies with the progress of the game. The screen generating unit  366  generates a game screen controlled by the control unit  340  and causes the display device  368  to display the screen. 
         [0092]    A game control unit  341  runs the game program and controls the progress of the game. The game control unit  341  reads the control parameters of the game stored in the parameter storage unit  360  and controls the game. The game control unit  341  also stores parameters such as event information in the parameter storage unit  360  with the progress of the game. 
         [0093]    An event information transmitting unit  342  transmits the event information stored in the parameter storage unit  360  to the game server  210  according to a predetermined timing schedule. The event information transmitting unit  342  may transmit the event information to the game server  210  periodically, i.e., at predetermined time intervals. Alternatively, the unit  342  may transmit the event information to the game server  210  when the player starts playing in the area or stops playing in the area, when an event occurs, or when the game is cleared, etc. In addition to the event information or instead of the event information, the event information transmitting unit  342  may transmit other parameter that varies with the progress of the game to the game server  210 . 
         [0094]    A parameter change notification receiving unit  343  receives notification of a change of parameter from the game server  210 . A parameter changing unit  344  changes a game control parameter stored in the parameter storage unit  360  in accordance with the parameter change notification received by the parameter change notification receiving unit  343 . This changes the content of the game controlled by the game control unit  341 . Parameters changed include attributes such as the physical strength level, experience value, magic point, capability values, clothing, shape data of the player&#39;s character or the enemy character. Parameters may also or alternatively include: the configuration of the game field; the type, location, probability of occurrence of items or enemy characters located in the game field; the type, details, location, probability of occurrence of events generated in the game field; the date and time, or day of the week in the game field; or the type or brightness of the screen generated by the screen generating unit  366 . 
         [0095]    Changing the parameters for controlling the game in accordance with notification of a change from the game server  210  allows the player to enjoy a game that is rich in variations. Thereby, a game is provided which arouses the player&#39;s interest and in which it less likely that the player feels bored. 
         [0096]    An attribute presenting unit  345  retrieves from the game server  210  the attribute indicating the overall pattern of multiple game terminals  300 , which serves as a criterion to change the parameters for controlling the game and which is calculated by tallying the event information retrieved from the multiple game terminals  300 , and displays the parameter. 
         [0097]      FIG. 11  shows an exemplary screen presented by the attribute presenting unit  345 . When the game terminal  300  logs into the game server  210 , the attribute presenting unit  345  retrieves the attribute of the game world as a whole in the area in which the player attempts to play, displaying a graph representation of the attribute, plotting the WB attributes on the vertical axis and LR attribute on the horizontal axis. This allows the player of the game terminal  300  to know the pattern underlying the game world as a whole beforehand and determine whether to accept the change in the parameters. 
         [0098]    Described above is an explanation based on an exemplary embodiment. The embodiment is intended to be illustrative only and it will be obvious to those skilled in the art that various modifications to constituting elements and processes could be developed and that such modifications are also within the scope of the present invention. 
       DESCRIPTION OF THE REFERENCE NUMERALS  
       [0099]      10  game server,  20  Internet,  30  communication unit, control unit,  41  authentication unit,  42  multiplayer play request acknowledging unit,  43  friendly mode matching unit,  44  hostile mode matching unit,  45  play data acquiring unit,  46  play data delivering unit,  47  message registration acknowledging unit,  48  message delivering unit,  49  message evaluation unit,  60  player database,  62  message database,  64  play data storage unit,  100  game device,  140  control unit,  141  single player play control unit,  142  multiplayer play request transmitting unit,  143  multiplayer play control unit,  144  play data transmitting unit,  145  play data receiving unit,  146  play data playback unit,  147  message registration unit,  148  message receiving unit,  149  message displaying unit,  160  parameter storage unit,  166  screen generating unit,  168  display device,  240  control unit,  241  authentication unit,  242  event information acquiring unit,  243  tallying unit,  244  parameter change communicating unit,  245  attribute presenting unit,  260  attribute storage unit,  262  tallying condition storage unit  262  change condition storage unit,  300  game terminal,  330  communication unit,  340  control unit,  341  game control unit,  342  event information transmitting unit,  343  parameter change notification receiving unit,  344  parameter changing unit,  345  attribute presenting unit,  360  parameter storage unit 
         [0100]    The present invention can be used in a game device configured to control a game played by multiple players.