Program, Provision Management Device, and Game Device

By selectively presenting and managing game elements with and without provision restrictions, the game system addresses the challenge of maintaining player interest, resulting in a more engaging and dynamic gaming experience.

JP7688743B1Active Publication Date: 2025-06-04BANDAI CO LTD
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Patent Information

Application Number
JP2024022396
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-16
Publication Date
2025-06-04
Estimated Expiration
2044-02-16

AI Technical Summary

Technical Problem

In game systems, maintaining player interest through effective presentation and management of game elements is a challenge.

Method used

A program and device configuration that selectively present and provide game elements with and without provision restrictions, allowing for dynamic assignment and management based on player state.

Benefits of technology

This approach enhances game interestingness by providing a dynamic and engaging experience through controlled access to game elements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provide a game that enhances the interest for players. 【Solution】The program causes a computer to function as a presenting means for selectively presenting the provision of game elements with imposed restrictions and the provision of game elements without imposed restrictions, and an imparting means for imparting the selected game elements.
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Description

Technical Field

[0001] The present invention relates to a program, a provision management device, and a game device.

Background Art

[0002] In recent years, game systems that provide games to players' terminals via communication networks have become widespread. And the servers of game systems provide various game elements that can be used in games (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game system as described above, devising the types of game elements to be provided to players and the presentation method of those game elements is an important issue in terms of maintaining players' interest in the game, and as a result, it will provide a game with improved interestingness for players.

[0005] Therefore, an object of the present invention is to provide a program, a provision management device, and a game device that can provide a game with improved interestingness for players.

Means for Solving the Problems

[0006] One aspect of the present invention is a program that causes a computer to function as a presentation means for selectively presenting the provision of game elements provided with an assignment restriction and the provision of game elements not provided with an assignment restriction, and an assignment means for assigning the selected game elements.

[0007] One aspect of the present invention is a game device including a presentation means for selectively presenting the provision of game elements with provision restrictions and the provision of game elements without provision restrictions, and a provision means for providing the selected game elements.

[0008] One aspect of the present invention is a program that causes a computer to function as a provision means for selectively providing a game element with a provision restriction and a game element without a provision restriction according to the provision state of the player's game elements.

[0009] One aspect of the present invention is a provision management device including a provision means for selectively providing a game element with a provision restriction and a game element without a provision restriction according to the provision state of the player's game elements.

Effect of the Invention

[0010] According to the present invention, a highly interesting game can be provided.

Brief Description of the Drawings

[0011]

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Mode for Carrying Out the Invention

[0012] <Overall Configuration> FIG. 1 is a diagram showing an example of the overall configuration of the game system in the present embodiment. As shown in FIG. 1, the game system includes player terminals 1 prepared for each of players A and B of the game, and a game server 2. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other.

[0013] The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), and communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0014] The player terminal 1 is a computer capable of executing a game program, is connected to the communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, a business game device, a tablet computer, a controller of a stationary home game device, etc. Basically, there are a plurality of player terminals 1, which are operated by each player.

[0015] The game server 2 is a server system including one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of the present embodiment, can manage data necessary for game operation, and distribute a game program and data necessary for executing the game on the player terminal 1.

[0016] Figure 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in Figure 2, the player terminal 1 includes a display 11 and a keyboard 12 which is an operating means. In addition, the player terminal 1 is provided with a control board (not shown), a built-in battery, a power button, a volume adjustment button, a speaker, etc.

[0017] The control board is equipped with various microprocessors such as a CPU, a GPU, and a DSP, an ASIC, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station, etc. In addition, the control board is equipped with a so-called I / F circuit (interface circuit) such as a driver circuit for the touch operation panel 12. Each element mounted on these control boards is electrically connected via a bus circuit or the like, and is connected so that data can be read and written and signals can be transmitted and received.

[0018] In the game of this embodiment, a plurality of types of game elements appear. Hereinafter, each game element will be described.

[0019] <The first type of game element> The first type of game element is an item in which a character is embodied and is represented through an image. The image includes still images and moving images. Also, the item may be an intangible object or a tangible object. For example, a virtual game card displayed on a computer, a physical game card, etc. Note that the item is not limited to a card as long as it is an item configured to be able to specify the game element associated with the item. The item may be, for example, a shaped object such as a figure having the appearance of a game element. In the following description, the case where the first type of game element is a virtual game card in which a character is embodied will be described as an example.

[0020] In the game according to this embodiment, there are multiple types of game cards, which are the first type of game elements. The information recorded on the surface of the game card varies depending on the type of the game card. Any number of types of game cards may be provided. In the following description, examples of three types of game cards, namely, a reader card 21 (the first game element of the first type), a battle card 22 (the second game element of the first type), and an extra card 23 (the third game element of the first type), will be used for explanation. What is common to any type of game card is that a character image of the work is associated with it. The character image is an image of a character appearing in the work. In this embodiment, however, an image of a scene including the character appearing in the work will also be described as a character image. Also, there are multiple game cards with different patterns of the same character, and each is treated as a different game card.

[0021] The player constructs a deck in advance using the acquired game cards and executes the game. When constructing the deck, the total number of cards in the deck and the number of cards of each type are determined in advance. In this embodiment, a deck with a total of 50 cards including 1 reader card 21 will be described as an example, but the number of cards may be any number as long as it is determined in advance.

[0022] Also, there is a correct position for the game card, and the correct position is a state in which the content recorded on the game card can be judged as it is when viewed from the player. And there are multiple arrangement states of the game card. In the following description, the state in which the game card is in the correct position is called the active state, and the state in which the game card is rotated 90 degrees to the horizontal is called the rest state. Also, in a predetermined area, the state in which the game card is rotated 180 degrees to the reverse position is called the active state. Note that a predetermined orientation may be determined in advance as the active state, and the case where the orientation of the game card is changed from the predetermined orientation may be determined as the rest state. These states of the game card may be used appropriately during the game.

[0023] <Reader card 21> The leader card 21 (the first type of the first game element) will be described. FIGS. 3 and 4 are diagrams showing an example of the leader card 21. FIG. 3 is a diagram for explaining an example of the front surface of the leader card 21. FIG. 4 is a diagram for explaining an example of the back surface of the leader card 21. The leader card 21 is a card that is one of the cards in the deck. The leader card 21 is a game card that battles against the opponent's leader card 21 or battle card 22.

[0024] Character information 10 and card information 11 are described on each of the front and back surfaces of the leader card 21. The leader card 21 is placed so that the front surface is visible at the start of the game, but is placed so that the back surface is visible when a predetermined condition is satisfied.

[0025] The leader card 21 includes character information 10 and card information 11. The character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104.

[0026] The character name 101 is the name of the character associated with the card. In the example shown in FIGS. 3 and 4, "Sakurakoji" is described.

[0027] The character image 102 is an image of the character associated with the card.

[0028] The power information 103 is a parameter of the ability of the character associated with the game card. In the present embodiment, the case where the power value of the character is described as the power information will be used for explanation. When the power value is greater than the power value of the opponent's battle card 22, victory is achieved. In the example of FIG. 3, the power value "15000" is described, and in the example of FIG. 4, the power value "20000" is described.

[0029] The effect information 104 describes the skill information regarding the effects activated during an attack, and the awakening information regarding the conditions and effects for flipping from the front side to the back side. In the example of Figure 3, as the skill information, "When attacking: Draw one card" is described, and as the awakening information, "When the life is 4 or less, draw one card. Then flip this card" is described.

[0030] In addition, the ability information 103 and the effect information 104 may be included in the character information 10, but in this explanation, an example where the ability information 103 and the effect information 104 are not included in the character information will be used for the explanation.

[0031] The card information 11 includes the front-back information 111, the card type name 112, the card type mark 113, the color information 114, the rarity 115, and the card identification information 116.

[0032] The front-back information 111 is information that indicates the front and back of the leader card 21. As long as the information can distinguish between the front and the back, it can be any of a character string, an illustration, a symbol mark, etc. In the example shown in Figure 3, the front-back information indicates that it is the front side with the character "front", and in the example shown in Figure 4, the front-back information indicates that it is the back side with the character string "back". In addition, the front-back information only needs to be on at least the back side. This is because in the card game, the appearance of the card itself is also emphasized, so it is preferred that no extra information is described on the front side.

[0033] The card type name 112 is information that indicates the type of the card. The card type name 112 describes information on any of the leader card, the battle card, and the extra card. In the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 is described as "leader".

[0034] The card type symbol 113 is marked with any one of the symbols that distinguish the leader card 21, the battle card 22, and the extra card 23. The leader card 21 is marked with a leader symbol indicating that it is a leader card. This leader symbol (the first symbol) is preferably a symbol that can remind of the role of the leader card 21 so that it can be visually understood that it is a leader card.

[0035] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using the battle cards 22 and extra cards 23 with the same color information.

[0036] The rarity 115 indicates the rarity level of the game card. The rarity level may be in any display method as long as it is preset. In this embodiment, the case where the rarity is divided into five levels will be used for explanation. In the examples shown in FIGS. 3 and 4, the case where the rarity level is 1 is illustrated.

[0037] The card identification information 116 is marked with identification information that uniquely identifies the game card. In the examples of FIGS. 3 and 4, "001" is marked as the card identification information 116.

[0038] Different from other game cards, the leader card 21 has the card type symbol 113 (leader symbol) and the ability information 103 or the effect information 104 marked on the front and back of the card. And the ability information 103 or the effect information 104 is different between the front and the back. Thereby, the evolution or awakening of one character can be expressed with one card, and it can also be identified that it is a leader card in the display of the front and back.

[0039] <Battle Card 22> The battle card 22 (the second type of the second game element) will be described. FIG. 5 is a diagram for explaining an example of the front surface of the battle card 22. FIG. 6 is a diagram for explaining an example of the back surface of the battle card 22. As shown in FIG. 5, on the battle card 22, an image of the associated character is shown only on the front surface. The back surfaces of the battle cards 22 are all the same. The battle card 22 is a card that attacks the leader card 21 or the battle card 22 of the opponent player.

[0040] The battle card 22 includes character information 10 and card information 11.

[0041] Similar to the leader card 21, the character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104. Further, combo information 105 and cost information 106 are included.

[0042] Similar to the leader card 21, the character name 101 is the name of the character associated with the card. In the example shown in FIG. 5, "Ume-koji" is written.

[0043] Similar to the leader card 21, the character image 102 is the image of the character associated with the card.

[0044] Similar to the leader card 21, the ability information 103 is the parameter of the ability of the character associated with the card. In the example of FIG. 5, the power value "20000" is written.

[0045] The effect information 104 describes skill information regarding the effect activated during an attack. In the example of FIG. 5, as the skill information, "If you lose when attacked with this card, your life decreases by one" is written.

[0046] The combo information 105 is information regarding the power value that increases the power values of other game cards placed in the battle area. In the example shown in FIG. 5, "+5000" is described as the combo information 105.

[0047] The cost information 106 is information on the cost required to place the battle card 22 from the hand to the battle area. That is, by changing the game cards placed in the energy area from the active state to the rest state by the number of cards described in the cost information 106, for example, it becomes possible to place the battle card 22 in the battle area. In the example of FIG. 5, "3" is described as the cost information 106. In the following description, changing the game cards placed in the energy area from the active state to the rest state will be described as "paying the cost".

[0048] The card information 11 includes a card type name 112, a card type mark 113, color information 114, a rarity 115, and card identification information 116.

[0049] The card type name 112 is information indicating the type of the card. In the example of the battle card 22 shown in FIG. 5, "Battle" is described as the card type name 112.

[0050] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is the battle card 22. This battle symbol is preferably a symbol that can remind the role of the battle card 22 so that it can be visually understood that it is a battle card.

[0051] The color information 114 indicates the information on the color to which the card belongs. The player constructs a deck using the battle card 22 and the extra card 23 with the same color information by referring to the color information 114 of the leader card 21.

[0052] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 5, the case where the rarity level is 1 is exemplified.

[0053] The card identification information 116 is the identification information that uniquely identifies the game card. In the example of FIG. 5, "002" is recorded as the card identification information 116.

[0054] <Extra Card 23> The extra card 23 (the third game element of the first type) will be described. FIG. 7 is a diagram for explaining an example of the front surface of the extra card 23. As shown in FIG. 7, the front surface of the extra card 23 shows an image of the associated character. The back surface of the extra card 23 is the same as that of the battle card 22. Therefore, the back surface of the extra card 23 is the same as the battle card 22 shown in FIG. 6.

[0055] The extra card 23 includes character information 10 and card information 11.

[0056] The character information 10 includes a character name 101, a character image 102, effect information 104, and cost information 106.

[0057] The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenario, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of FIG. 7, "Water Surface Slash" is recorded.

[0058] The character image 102 is an image of the character associated with the card, and is an image in which a characteristic scene, scenario, landscape, background, building, character's possession, event, etc. that appears in the work is represented together with the character.

[0059] The effect information 104 describes skill information regarding the effect that activates during an attack. In the example of FIG. 7, "The power value doubles for one turn" is recorded as the skill information.

[0060] The cost information 106 is information on the cost required to place the extra card 23 from the hand onto the battle area. In the example of FIG. 7, "3" is recorded as the cost information 106.

[0061] The card information 11 includes a card type name 112, a card type mark 113, color information 114, a rarity 115, and card identification information 116.

[0062] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in FIG. 7, "Extra" is recorded as the card type name 112.

[0063] The card type symbol 113 is marked with an extra symbol (third symbol) indicating that it is the extra card 23. This extra symbol is preferably a symbol that can remind of the role of the extra card 23 so that it can be visually understood that it is an extra card.

[0064] The color information 114 indicates information on the color to which the card belongs. The player constructs the deck by referring to the color information 114 of the leader card 21 and using the battle cards 22 and extra cards 23 with the same color information.

[0065] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 7, the case where the rarity level is 1 is illustrated.

[0066] The card identification information 116 is marked with identification information that uniquely identifies the game card. In the example of FIG. 7, "003" is recorded as the card identification information 116.

[0067] <The second type of game element> The second type of game element will be described.

[0068] The second type of game element in this embodiment is a game element used for transactions within the game, and is called in-game currency. The second type of game element includes a paid second type of game element (the first game element of the second type) that can be obtained by a player paying a price (e.g., money), and a free second type of game element (the second game element of the second type) that is granted by the game operator side by achieving a predetermined condition (e.g., a mission prepared by the game operator side) without exchanging (purchasing) it with a price (e.g., money). The paid second type of game element (the first game element of the second type) and the free second type of game element (the second game element of the second type) are mainly used for the exchange (purchase) of the above-described first type of game element (game card), etc. In the following description, the paid second type of game element (the first game element of the second type) is described as paid currency, and the free second type of game element (the second game element of the second type) is described as free currency.

[0069] Next, the configuration of each device will be described.

[0070] <Configuration of Player Terminal 1> FIG. 8 is a block diagram showing an example of the functional configuration of player terminal 1.

[0071] As shown in FIG. 8, terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, a sound output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57.

[0072] The display unit 51 displays various game screens based on the input image signal. The function of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal, a cathode ray tube (CRT), a projector, or a head-mounted display. The display unit 51 corresponds to the display 11 in the example of the personal computer in FIG. 2.

[0073] The game element reading unit 52 is a reader that reads character information to be introduced into the game from a physical game card. By setting (placing) the character to be introduced into the battle game from the game card held by the player on the game element reading unit 52, the game element reading unit 52 can read the identification information and the like of the game card.

[0074] The operation input unit 53 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized, for example, not only by elements directly operated by the player's finger such as a keyboard, a mouse, a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements that detect motion and posture such as an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. In the example of the personal computer in FIG. 2, the operation input unit 53 corresponds to the keyboard 12.

[0075] The sound output unit 54 is for outputting sound effects and the like related to the game based on the input sound signal.

[0076] The communication unit 55 is connected to the communication line N to realize communication. The functions of the communication unit 55 can be realized, for example, by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, and the like.

[0077] In the storage unit 56, programs for operating the player terminal 1 and realizing various functions of the player terminal 1, data used during the execution of this program, and the like are stored in advance, or temporarily stored each time processing is performed. The storage unit 56 can be realized, for example, by a solid state drive using an IC memory such as a RAM, a ROM, or a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD.

[0078] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to exhibit functions described later. This program is distributed from the game server 2 or other app distribution servers or the like when the player completes account registration. In addition, the storage unit 56 stores a database necessary for executing the game. In the present embodiment, the storage unit 56 stores a player information database D1 and a game element information database D2.

[0079] The player information database D1 is a database in which various information of the player is stored. FIG. 9 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for player ID, a field for player name, a field for player information, a field for level, a field for profile card information, a field for held game card information, a field for deck information, a field for held currency information, a field for purchase history information, and a field for the last update date and time, and each piece of information is stored in an associated manner.

[0080] The field for player ID is a field in which identification information for identifying the player is described. The field for player name is a field in which, for example, a nickname is described. The field for player information is a field in which experience points and the like obtained by executing a battle game are described. The field for level is a field in which the level of the player obtained by accumulating experience points is described. The field for profile card information is a field in which information regarding a profile card described later is described. The field for held game card information is a field in which game card identification information (game card ID) of the game cards held by the player is described. The field for deck information is information regarding the decks configured by the player from the game cards, and is a field in which the game card IDs of the game cards constituting the deck are described for each deck.

[0081] The field of currency information held is a field in which information about in-game currency held by the player is described, and the quantity is described for each paid or free currency. Specifically, for each type of paid and free currency, the acquisition date of the currency, the quantity acquired, and the total quantity are described. The field of purchase history information is a field in which the purchase history of game cards, in-game currency, etc. purchased by the player is described. Specifically, the game element ID of the purchased game element, the name of the game element, the purchase date, and the quantity purchased are described. The field of the last update date and time is a field in which the last update date and time of the player information database D1 are described.

[0082] The game element information database D2 is a database in which information about game elements that appear or are used in the game is stored. FIG. 10 is a diagram showing an example of the game element information database D2. The game element information database D2 includes a field of game element ID, a field of character information, a field of game element image, and a field of the last update date and time, and each piece of information is stored in an associated manner. The field of game element ID is a field in which identification information (game card ID) for identifying game elements such as game cards is described. The field of character information is a field in which character information (for example, profile information, ability values, etc.) of the character embodied in the game element is described. The field of game element image is a field in which image data of the game element itself (for example, a game card) or image data of the character embodied in the game element is described. Note that the image data includes still images and moving images. The field of the last update date and time is a field in which the last update date and time of the game element information database D2 are described.

[0083] Note that these databases can be sequentially downloaded by the game server 2 due to the addition or change of characters used in the game.

[0084] The processing unit 57 comprehensively controls the operations of the terminal 1 based on the programs and data stored in the storage unit 56, various input signals from the operation input unit 53, and the like. The functions of the processing unit 57 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. This processing unit 57 includes, as main functional units, a player information management unit 60, a game execution control unit 61, and a store display control unit 62.

[0085] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 manages player information such as player ID and player name, game cards in possession, in-game currency, and game elements such as decks constructed by the player using the player information database D1. When there is an update to those information, the player information management unit 60 updates the player information database D1 and records the update date.

[0086] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays a menu screen such as the home screen and executes the process selected by the player. FIG. 11 is a diagram showing an example of the home screen. In the home screen of FIG. 11, a home screen tab 200 of the home screen, a deck tab 201 for transitioning to a deck screen for compiling a deck, a store tab 202 for transitioning to a store screen for purchasing game cards, a battle mode selection button 203 for selecting a battle mode for a battle using a deck, a battle button 204 for transitioning to a battle according to the selected battle mode, an icon 205, a reward button 206 for transitioning to a reward screen regarding mission rewards, an icon 207 for in-game currency, the remaining amount (possession amount) 208 of in-game currency, and an in-game currency purchase button 209 for transitioning to a purchase screen for in-game currency are displayed. Note that the remaining amount (possession amount) 208 of in-game currency is the total number of paid currency and free currency. Also, the icon 205 displays the deck name of the deck currently selected by the player and the leader card included in that deck.

[0087] The game execution control unit 61 executes a battle game between players. When the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 based on the battle results, experience points, levels, ranks, etc. that have changed due to the battle, and records the updated date and time in the field of the final update date and time with the updated date and time as the final update date and time.

[0088] When the store tab 202 on the home screen is selected, the store presentation control unit 62 presents a store screen for trading game elements (such as game cards and in-game currency), and on the store screen, presents the game elements to be traded in a selectable manner. FIGS. 12 and 13 are diagrams showing an example of the store screen. FIG. 12 is an example of a store screen for purchasing a card pack (a collection of game cards), and FIG. 13 is an example of a store screen for purchasing a starter deck (a collection of game cards), and the available card packs are presented in a selectable manner. In the area of the card pack, the name 210 of the card pack and the option 211 for purchasing the card pack are displayed. Here, "providing (granting)" includes obtaining by the player in exchange for a price or being provided (granted) by the operation side without requiring a price.

[0089] In addition, there are game elements that can be provided with restrictions and those without restrictions. Game elements with restrictions on provision include, for example, those with a limit on the number of game elements provided (granted), or those where the available period for providing (granting) game elements is only a predetermined period. The limit on the number of game elements provided (granted) includes, for example, the limit on the number provided to one player, the limit on the number that can be provided to all players, etc. Also, those without restrictions on provision (granting) and those with restrictions on provision (granting) may be displayed alone or in multiple. In the example of FIG. 12, "XXX Card Pack" and "YYY Card Pack" have no limit on the number provided, but "ZZZ Card Pack" and "SSS Card Pack" have a limit on the number provided. In the example of FIG. 13, all of "AAA Deck", "BBB Deck", "CCC Deck", and "DDD Deck" have a limit on the number provided. In this way, by providing game elements that are provided (granted) only within a specific number or a specific period separately from the normally sold game elements, it is possible to continuously maintain the player's interest in the game elements.

[0090] Furthermore, the game elements presented on the store screen include not only the currently tradable game elements but also those that were available in the past but are not currently tradable. Game elements that are not currently tradable include, for example, those with a limit on the number of times they can be granted per player and those for which the number of items provided to all players is determined and the number of provided (granted) items has reached that limit (sold out). The store presentation control unit 62 presents non-currently available game elements in a form distinguishable from currently available game elements for the player and makes it impossible to select those non-currently available game elements. FIG. 14 is a diagram showing an example in which currently available game elements and non-currently available game elements are displayed on the store screen. In the example of FIG. 14, the areas 220 of the "AAA Deck" and "CCC Deck" in the sold-out state are represented in black in a form distinguishable from the areas 221 of the "BBB Deck" and "DDD Deck" in the available state, and the display of the selection options 211 for the "AAA Deck" and "CCC Deck" is changed to "SOLD OUT" indicating the sold-out state, and it is presented to the player as unselectable. In this way, by presenting non-currently available game elements as unselectable, players can know about game elements that were provided in the past and do not select non-currently available game elements, thus improving the convenience for players.

[0091] In addition, the store presentation control unit 62 also provides and grants in-game currency. As shown in FIGS. 11 to 14, the provision of in-game currency is not by transitioning to the in-game currency provision screen by a tab, but on any of the home screen by the home screen tab 200, the deck editing screen of the deck tab 201, and the store screen by the store tab 202, the in-game currency icon 207, the in-game currency balance icon 208 of the player's in-game currency, and the in-game currency provision screen transition button 209 for transitioning to the in-game currency provision screen are displayed.

[0092] When either the in-game currency icon 207 or the remaining balance icon 208 of the player's in-game currency is selected, the store display control unit 62 refers to the field of the held currency information in the player information database D1 and displays the breakdown of the number of paid and free in-game currencies currently held by the player. FIG. 15 is a diagram showing an example of the display of the breakdown of paid and free in-game currencies currently held. In the example of FIG. 15, the remaining number of paid currencies among the in-game currencies currently held by the player and the remaining number of free currencies among the in-game currencies currently held by the player are displayed. And it is displayed that free currency is preferentially consumed as the cost when purchasing game elements, and paid currency is consumed starting from the oldest acquisition date and time.

[0093] In this way, on each screen, by presenting the in-game currency icon 207, the in-game currency remaining balance icon 208, and the in-game currency offer screen transition button 209, the player can know the remaining balance of the in-game currency currently held and its breakdown of paid and free, and can transition to the in-game currency offer screen for obtaining the necessary in-game currency from each screen.

[0094] When the in-game currency offer screen transition button 209 is selected, the store display control unit 62 transitions to the in-game currency offer screen. The store display control unit 62 presents the currently available in-game currency on the in-game currency offer screen.

[0095] FIG. 16 is a diagram showing an example of an in-game currency offering screen. In the example of FIG. 16, on the in-game currency offering screen, a first paid currency pack 231 and a second paid currency pack 232 are presented. The first paid currency pack 231 is 150 currencies for 100 yen, and the second paid currency pack 232 is 100 currencies for 100 yen. Thus, the first paid currency pack 231 and the second paid currency pack 232 have different amounts offered per predetermined price. That is, the first paid currency pack 231 is a better deal. However, the first paid currency pack 231 has an upper limit on the number of offers (grant numbers) for one player. In the example of FIG. 16, the upper limit on the number of offers (grant numbers) of the first paid currency pack 231 for one player is 3 times. On the other hand, the second paid currency pack 232 has no upper limit on the number of offers (grant numbers) for one player.

[0096] The store presentation control unit 62 refers to the purchase history information in the player information database D1 of the player. When the number of offers (grant numbers) of the first paid currency pack 231 reaches the upper limit, it notifies that the number of offers (grant numbers) of the first paid currency pack 231 has reached the upper limit and is out of stock, and presents the first paid currency pack 231 as unselectable. FIG. 17 is a diagram showing an example when the number of offers (grant numbers) of the first paid currency pack 231 reaches the upper limit and is out of stock.

[0097] As described above, by providing game elements that are offered (granted) only within a specific number or a specific period separately from the game elements that are normally sold, it is possible to continuously maintain the player's interest in the game elements.

[0098] Furthermore, as a method for transitioning to the in-game currency providing screen, when purchasing game elements such as a game card on the store screen for purchasing game elements, if the in-game currency (total number of paid currency and free currency) for the cost of the game elements is insufficient, the store presentation control unit 62 notifies of this fact and may display a screen that can transition to the in-game currency providing screen. FIG. 18 is a diagram showing an example of a screen displayed when the in-game currency for the cost of game elements is insufficient. In the example of FIG. 18, a notification 233 indicating that the in-game currency for the cost of game elements is insufficient and a button 234 that can transition to the in-game currency providing screen are displayed.

[0099] <Configuration of Game Server 2> FIG. 19 is a block diagram showing an example of the functional configuration of game server 2. Game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.

[0100] Based on programs, data, received information, etc. stored in the storage unit 72, the processing unit 70 comprehensively controls the operation of the game server 2. The functions of the processing unit 70 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0101] The player information management unit 81 manages player information using the user information management database D3. FIG. 20 is a diagram showing an example of the user information management database D3. The user information management database D3 has one record for each player, and the record is the same as the user information database D1.

[0102] When the player terminal 1 logs in to the game, the player information management unit 81 compares the player ID and the last update date and time of the user information database D1 transmitted at that time with the player ID and the last update date and time of the user information management database D3. If they match, it notifies the player terminal 1 of that fact. If they do not match, it synchronizes the contents of the user information database D1 between the player terminal 1 and the game server 2 by transmitting the information registered in the user information management database D3.

[0103] The game execution management unit 82 executes and manages player matching, execution of the battle game, and assignment of various parameters such as experience points based on the results of the battle game. Also, the game execution management unit 82 manages various game elements such as game cards used in the game using the game element management database D4. FIG. 21 is a diagram showing an example of the game element management database D4. The game element management database D4 has the same information as the game element database D4 stored in each player terminal 1. The game execution management unit 82 updates the game element management database D4 when new game elements appear. Then, it synchronizes the contents of the game element database D2 between the player terminal 1 and the game server 2 when logging in to the player terminal 1 or the like.

[0104] The store management unit 83 manages the store that provides game elements using the store management database D5. FIG. 22 is a diagram showing an example of the store management database D5. In the example of FIG. 22, for each record, it includes a field for the game element ID that identifies the game element to be provided, a field for the game element, a field for the cost (in-game currency) of the game element, a field for the provision limit of the game element, and a field for the stock quantity of the game element.

[0105] The field of game element IDs describes not only the game element IDs themselves, such as game cards and in-game currency, but also the identification information of game card packs (including decks), which are aggregates of multiple game cards, and in-game currency packs, which are aggregates of in-game currency. Note that in the case of game card packs, even if the identification information is the same, the contents of the included game cards may differ. In such cases, a list of the game card IDs of the game cards (game cards that may be included in the game card pack) associated with the identification information of the game card pack is stored. When providing it to the player, the store management unit 83 randomly selects the number of game card IDs corresponding to the number of game card packs from the list and provides the aggregate of the game cards with the selected game card IDs as the game card pack. The field of provision restrictions describes the content of the provision restrictions for the game element. The provision restrictions include, for example, the number of times the game element can be provided (granted) and the available period. The field of stock quantity indicates "available" when there are no restrictions such as the number of provisions, and indicates "number of stocks" when there are restrictions on the number of provisions for all players.

[0106] Upon receiving a request from the player terminal 1, the store management unit 83 reads out each piece of information of the game element to be provided from the store management database D5 and transmits it as store information.

[0107] The communication unit 71 connects to the communication line N to enable communication.

[0108] The storage unit 72 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0109] Furthermore, the recording unit 72 stores a user information management database D3, a game element management database D4, and a store management database D5.

[0110] <Operation of Each Device> The operations of the player terminal 1 and the game server 2 will be described. FIG. 23 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In the following description, it is assumed that the player has completed the initial settings of the game and has been assigned a player ID.

[0111] When the player activates the game application on the player terminal 1, the game execution control unit 61 transmits the player ID of the player and the last update date and time of the player information database D1 and the game element database D2 to the game server 2 (Step 1).

[0112] The player information management unit 80 of the game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in the player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 transmits that fact. On the other hand, if they do not match, the player information management unit 80 transmits each piece of information stored in the record of the player ID in the player information management database D3 (Step 3). Thereby, the player information is synchronized between the player terminal 1 and the game server 2. Similarly, the player information management unit 80 compares the last update date and time of the game element database D2 with the last update date and time of the game element management database D4, and if they do not match, transmits each piece of information in the game element management database D4. Thereby, the game element information is synchronized between the player terminal 1 and the game server 2. Note that the information transmitted from the game server 2 may be different differential information between the player terminal 1 and the game server 2.

[0113] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive the database notification from the game server 2 and update the player information database D1 and the game element database D2 if necessary (Step 4).

[0114] The store presentation control unit 62 of the player terminal 1 displays the home screen shown in FIG. 11 and requests store information from the game server 2 (Step 5).

[0115] Upon receiving the request from the player terminal 1, the store management unit 82 of the game server 2 reads out each piece of information of the game elements to be provided from the store management database D5 and transmits it as store information (Step 6).

[0116] The store presentation control unit 62 of the player terminal 1 receives the store information. For the game elements with provision restrictions among the game elements of the store information, the store presentation control unit 62 collates the provision restrictions with the purchase history information in the player information database D1 to determine whether the provision (granting) of the game elements is possible or impossible (Step 7). Then, when the store tab 202 is selected, the store presentation control unit 62 presents the game elements that can be provided (granted) and the game elements that cannot be provided (granted) in a distinguishable form, presents the game elements that can be provided (granted) in a selectable manner, and presents the game elements that cannot be provided (granted) in a non-selectable manner (Step 8).

[0117] FIG. 24 is a diagram for explaining the determination of whether a game element can be provided (granted) or not. FIG. 24 shows the received store information and the purchase history information in the player information database D1. The store presentation control unit 62 determines whether the game element ID with provision restrictions in the received store information is registered in the purchase history information. In the example of FIG. 24, the "Good Deal Product" with game element ID "1001", the "FFF Pack" with game element ID "1002",..., the "AAA Deck" with game element ID "1010",..., and the "CCC Deck" with game element ID "1012" have provision restrictions. On the other hand, in the purchase history information, the "AAA Deck" with game element ID "1010", the "CCC Deck" with game element ID "1012", and the "Good Deal Product" with game element ID "1001" have one purchase history each.

[0118] In the screen of the starter deck on the store screen, as shown in FIG. 14, the store presentation control unit 62 presents the areas 220 of the "AAA deck" and "CCC deck" in the out-of-stock state in black, which is a distinguishable form from the areas 221 of the "BBB deck" and "DDD deck" in the available state, and changes the display of the options 211 of the "AAA deck" and "CCC deck" to "SOLD OUT" indicating the out-of-stock state, presenting it to the player as unselectable.

[0119] Also, the purchase of the "good deal item" with the game element ID "1001" is limited to once, and the upper limit of the limited number of times has not been reached. Therefore, when the in-game currency provision screen transition button 209 that transitions to the in-game currency provision screen is selected on each screen, as shown in FIG. 16, the store presentation control unit 62 presents the paid currency pack 231 and the paid currency 232 pack of the "good deal item" on the in-game currency provision screen.

[0120] The store presentation control unit 62 grants the game element by the player's selection of the game element, exchange with the price or in-game currency (Step 9). At the time of this transaction, the store presentation control unit 62 refers to the held currency information in the player information database D1 and consumes it in the following order. 1. Consume the free currency in the order of the earliest acquisition date among the free currency. 2. After the number of free currency becomes zero, consume the paid currency in the order of the earliest acquisition date among the paid currency.

[0121] Then, the store presentation control unit 62 updates the held game card information, held currency information, or purchase history information in the player information database D1, and transmits the updated information in the player information database D1 to the game server 2 (Step 10).

[0122] The player information management unit 80 of the game server 2 receives the updated information in the player information database D1 and updates the player information of the player (Step 11). The above operations are repeated for each player's selection and purchase.

[0123] Embodiments of the present invention can maintain the player's interest in game elements by providing (granting) game elements that are limited to a specific number or a specific period, separately from the game elements that are normally sold.

[0124] In addition, embodiments of the present invention can maintain the player's interest in game elements by presenting non-selectable game elements that cannot currently be provided, so that the player can know the game elements that have been provided in the past. Furthermore, since the player cannot select the presented non-providable game elements, there is no risk of accidental selection, improving the player's convenience.

[0125] Also, in this embodiment, since means (e.g., icons, buttons) for transitioning to an in-game currency providing screen are provided on each screen, it is possible to transition to the in-game currency providing screen for obtaining in-game currency from each screen when necessary, improving the player's convenience.

[0126] Also, in this embodiment, since means (e.g., icons, buttons) for knowing the breakdown of in-game currency are provided on each screen, the player can know the balance of the in-game currency held, as well as the paid and free breakdowns when necessary, improving the player's convenience.

[0127] <Modification Example 1 of the Embodiment> The store presentation control unit 62 may set an upper limit amount that can be charged on a daily, monthly, or yearly basis, and notify when the total charge exceeds the upper limit amount during the transaction of game elements that require charging. For example, the store presentation control unit 62 may calculate the total monthly charge from the purchase history information in the player information database D1, and notify when the total charge exceeds a predetermined amount during the transaction of game elements. FIG. 25 shows an example of the notification when the total charge exceeds a predetermined amount. By configuring in this way, excessive charging can be avoided, and in particular, those with a weak economic base such as minors can be protected.

[0128] <Modification Example 2 of the Embodiment> The store presentation control unit 62 may set an upper limit on the amount of in-game currency that can be held. For example, when a player purchases new in-game currency on the in-game currency offering screen, the store presentation control unit 62 refers to the held currency information in the player information database D1. When purchasing new in-game currency, if the number of held in-game currency (total number of paid currency and free currency) exceeds a predetermined number, the in-game currency selection button is presented in a form distinguishable from other selection buttons. If that selection button is selected, a message indicating that the upper limit of the in-game currency that can be held will be exceeded is notified, and the purchase of new in-game currency is made impossible.

[0129] FIG. 26 is a diagram for explaining Modification Example 2 of the embodiment. In the example of FIG. 26, it is an example when the upper limit of the held currency is set to 1000. When purchasing a bargain item, the total number of held currency becomes 1050, exceeding the upper limit of 1000, but when purchasing a regular item, it becomes 1000, not exceeding the upper limit of 1000. Therefore, the button 240 for selecting a bargain item is set to black and made non-selectable, and the button 241 for selecting a regular item is presented in white and made selectable. As a result, the player cannot select a bargain item. Further, when the player selects the button 240, a message "The in-game currency you hold exceeds the number that can be additionally purchased. Please purchase after consuming the in-game currency." is displayed.

[0130] With such a configuration, it becomes possible to avoid holding more in-game currency than necessary, avoid excessive charging, and in particular, protect those with a weak economic base such as minors.

[0131] As described above, the present invention has been described with reference to the preferred embodiments. However, the present invention is not necessarily limited to the above embodiments, and various modifications can be made and implemented within the scope of the technical idea.

[0132] Also, some or all of the above embodiments are described as follows in the appended claims, but are not limited thereto.

[0133] [Appendix 1] A computer, Presentation means for selectively presenting the provision of game elements with an imposed restriction and the provision of game elements without an imposed restriction, Granting means for granting the selected game element, A program that functions as

[0134] [Appendix 2] The presentation means enables the selection of the provision of game elements with an imposed restriction on the condition that the game elements with an imposed restriction are in the first state, and disables the selection of the provision of game elements with an imposed restriction on the condition that the game elements with an imposed restriction have become in the second state. The program according to Appendix 1.

[0135] [Appendix 3] The presentation means presents the possibility and impossibility of the selection of the provision of game elements in a distinguishable manner. The program according to Appendix 1 or Appendix 2.

[0136] [Appendix 4] The presentation means presents options for selecting the provision of the game elements, and presents the options as unselectable on the condition that the game elements with an imposed restriction have become in the second state. The program according to any one of Appendices 1 to 3.

[0137] [Appendix 5] The granting means grants the selected game element in exchange for a predetermined cost. The program according to any one of Appendices 1 to 4.

[0138] [Appendix 6] The prompting means transitions to a screen that can provide the shortage of the cost on the condition that the cost for exchanging the selected game element is insufficient. The program according to any one of Appendices 1 to 5.

[0139] [Appendix 7] The giving restriction is a restriction based on the number of times the game element is given per player, The first state is that the number of times of giving has not reached the upper limit, The second state is that the number of times of giving has reached the upper limit. The program according to any one of Appendices 1 to 6.

[0140] [Appendix 8] At the initial stage of the game, the upper limit of the number of times of giving is at least 1 or more, The program according to any one of Appendices 1 to 7.

[0141] [Appendix 9] The game element includes a plurality of types of game elements, and each type is classified into a game element provided with a giving restriction or a game element not provided with a giving restriction. The program according to any one of Appendices 1 to 8.

[0142] [Appendix 10] The game element provided with the giving restriction is a first aggregate including a plurality of game elements necessary for a player to participate in a battle game, The game element not provided with the giving restriction is a second aggregate including a plurality of game elements that enable a player to advantageously progress a battle game. The program according to any one of Appendices 1 to 9.

[0143] [Appendix 11] The giving restriction is a restriction based on the inventory number of the game element, The first state is that the number of given game elements does not exceed the inventory number, The second state is that the number of game elements granted has reached the inventory number. The program according to any one of Appendices 1 to 10.

[0144] [Appendix 12] Presentation means for presenting selectably the provision of game elements with a provision restriction and the provision of game elements without a provision restriction; Granting means for granting the selected game element; A game device comprising:

[0145] [Appendix 13] A program that causes a computer to function as providing means for providing selectably a game element with a provision restriction and a game element without a provision restriction according to the provision state of the player's game elements.

[0146] [Appendix 14] The providing means enables selection of the provision of a game element with a provision restriction on the condition that the provision state of the player's game elements is the first state, and disables selection of the provision of a game element with a provision restriction on the condition that the provision state of the player's game elements is the second state. The program according to Appendix 13.

[0147] [Appendix 15] The provision state of the player's game elements is a state based on the number of times of providing game elements to the player, The first state is that the number of times of providing has not reached the upper limit, The second state is that the number of times of providing has reached the upper limit. The program according to Appendix 13 or Appendix 14.

[0148] [Appendix 16] At the initial stage of the game, the upper limit of the number of times of providing is at least 1 or more. The program according to any one of Appendices 13 to 15.

[0149] [Appendix 17] The game elements include multiple types of game elements, and for each type, they are classified into game elements with a provision limit or game elements without a provision limit. The program described in any one of Appendices 13 to 16.

[0150] [Appendix 18] The game elements with a provision limit are a first aggregate including multiple game elements. The game elements without a provision limit are a second aggregate including multiple game elements. The program described in any one of Appendices 13 to 17.

[0151] [Appendix 19] Providing means for selectively providing game elements with a provision limit and game elements without a provision limit according to the provision state of the player's game elements. A providing management device provided with the above.

Explanation of Signs

[0152] 1 Player terminal 2 Game server 21 Reader card 22 Battle card 23 Extra card 51 Display unit 52 Game element reading unit 53 Operation input unit 54 Sound output unit 55 Communication unit 56 Storage unit 57 Processing unit 60 Player information management unit 61 Game execution control unit 62 Store presentation control unit 70 Processing unit 71 Communication unit 72 Storage unit 80 Player information management unit 81 Game execution management unit 82 Store Management Department

Claims

1. Computer, A deck organizing means for organizing a deck from a plurality of game elements; a presentation means for selectively presenting a first type of collection in which a limit is set on the number of pieces that can be given to all players and the number of pieces that can be given is clearly indicated, and a second type of collection in which no limit is set on the number of pieces that can be given to all players; an application means for applying the selected aggregate; Function as a the first type of collection includes a plurality of types of game elements that can be used to organize the deck; the second type of collection includes only some types of game elements among a plurality of types that can be used to organize the deck; The presenting means allows a selection of the provision of the first type of aggregate on condition that the first type of aggregate is in a grantable state, and prevents a selection of the provision of the first type of aggregate on condition that the first type of aggregate is in a non-grantable state; The state in which the number of awards given to the player does not exceed the number of awards that can be given, The state where the award is not possible is when the number of awards given to the player has reached the number of awards that can be given. program.

2. The presenting means presents whether or not the first type of collection can be selected to be provided in a identifiable manner. The program according to claim 1.

3. the presenting means presents an option for selecting provision of the first type of collection, and presents the option in an unselectable state on condition that the first type of collection has become unimpartable; The program according to claim 2.

4. The providing means provides the selected first type of aggregate or the second type of aggregate in exchange for a predetermined price. The program according to claim 1.

5. the presentation means transitions to a screen on which the shortage of the price can be provided on condition that the price for exchanging the selected first type of collection or the selected second type of collection is insufficient; The program according to claim 4.

6. A deck organizing means for organizing a deck from a plurality of game elements; a presentation means for selectively presenting a first type of collection in which a limit is set on the number of pieces that can be given to all players and the number of pieces that can be given is clearly indicated, and a second type of collection in which no limit is set on the number of pieces that can be given to all players; an application means for applying the selected conglomerate; Equipped with the first type of collection includes a plurality of types of game elements that can be used to organize the deck; the second type of collection includes only some types of game elements among a plurality of types that can be used to organize the deck; The presenting means allows a selection of the provision of the first type of aggregate on condition that the first type of aggregate is in a grantable state, and prevents a selection of the provision of the first type of aggregate on condition that the first type of aggregate is in a non-grantable state; The state in which the number of awards given to the player does not exceed the number of awards that can be given, The state where the award is not possible is when the number of awards given to the player has reached the number of awards that can be given. Gaming device.

7. Computer, a providing means for selectively providing a first type of collection in which a limit is set on the number of awards that can be given to all players and the number of awards that can be given is clearly indicated, and a second type of collection in which no limit is set on the number of awards that can be given to all players; Function as a the first type of collection includes a plurality of types of game elements capable of forming a deck of the plurality of game elements; the second type of collection includes only some types of game elements among a plurality of types that can be used to organize the deck; the provision means allows a choice of provision of the first type of aggregate on condition that the first type of aggregate is in a provideable state, and prevents a choice of provision of the first type of aggregate on condition that the first type of aggregate is in an unprovidable state; The state in which the number of tokens that have been awarded to the player does not exceed the number of tokens that can be awarded, The state where the bonus cannot be provided is that the number of bonuses awarded to the player has reached the number of bonuses that can be awarded. program.

8. A providing means for selectively providing a first type of collection in which a limit is placed on the number of awards that can be given to all players and the number of awards that can be given is clearly indicated, and a second type of collection in which no limit is placed on the number of awards that can be given to all players, the first type of collection includes a plurality of types of game elements capable of forming a deck of the plurality of game elements; the second type of collection includes only some types of game elements among a plurality of types that can be used to organize the deck; the provision means enables a choice of provision of the first type of aggregate on condition that the first type of aggregate is in a provideable state, and disables a choice of provision of the first type of aggregate on condition that the first type of aggregate is in an unprovidable state; The state in which the number of tokens that have been awarded to the player does not exceed the number of tokens that can be awarded, The state where the bonus cannot be provided is that the number of bonuses awarded to the player has reached the number of bonuses that can be awarded. Provided management device.

Citation Information

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