Server system, game system, and game provision methods
By managing items and missions through a server system and awarding prizes upon mission completion, the problem of ineffective use of items in the game is solved, increasing players' motivation to use items and enhancing the game's enjoyment.
Patent Information
- Application Number
- CN202011362760.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2019-11-29
- Filing Date
- 2020-11-27
- Publication Date
- 2025-10-31
- Estimated Expiration
- 2040-11-27
AI Technical Summary
In the existing game system, although players acquire various items, the accumulation of unnecessary items as the game progresses results in resources not being used effectively.
The server system receives player operation instructions, manages the correspondence between items and missions, sets items that correspond to player characters, and distributes rewards when missions are completed, thereby increasing players' motivation to use items.
Effectively utilize game resources to increase players' motivation to use items and enhance the game's fun and challenge.
Smart Images

Figure CN112870690B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to server systems, game systems, and game delivery methods. Background Technology
[0002] Historically, games have been offered not only on single-player devices, but also online games via communication networks, such as social games (games that use communication-based networking services called social networking services (SNS)).
[0003] Furthermore, recently, it is widely known that in various games, including racing games and sports games, fighting games, RPGs, or simulation games, players obtain items and use these items to advance the game (e.g., Patent Document 1).
[0004] In particular, the game system described in Patent Document 1 has a structure that allows players to equip weapons and other items acquired during the weapon acquisition state while in a normal game state, or to advance the game while changing the equipped items into other items.
[0005] Existing technical documents
[0006] [Patent Documents]
[0007] [Patent Document 1] International Publication No. 1998 / 015328 Summary of the Invention
[0008] The technical problem that the invention aims to solve
[0009] However, in the game system described in the aforementioned Patent Document 1, even if various items are obtained as the game progresses, some items become unnecessary as the game progresses.
[0010] Therefore, in such a game system, even if various items are prepared that players can obtain, there will still be situations where, apart from a portion of the items, the rest are not used in the game, so it cannot be said that the game resources are being used effectively.
[0011] This invention was developed to solve the aforementioned technical problems, and its purpose is to provide a server system, etc., that increases the motivation for players to use the various items they own in the game, thereby enabling the effective use of game resources.
[0012] means of solving technical problems
[0013] (1) To solve the above-mentioned technical problems, the present invention provides a server system for providing games to terminal devices connected via a network, which is configured to have:
[0014] A receiving and processing device that receives the player's operation instructions through the terminal device;
[0015] A game control device that, based on received input from the player, uses the player character whose input targets are used to advance the game;
[0016] A management device that manages a storage device, the storage device storing multiple props and items used in the game and corresponding missions to be completed in the game;
[0017] An item setting device that, based on a given selection, sets the item corresponding to the player character from a plurality of items;
[0018] A prize control device that issues a given prize to the player when the player character has the item set on them and completes the mission corresponding to the item.
[0019] A providing device that provides game information related to the game, including information related to the prizes awarded, to a terminal device.
[0020] With this structure, the present invention allows players to use various props and items to challenge many missions in order to obtain various prizes in the game, thus increasing the fun of the game and the motivation to use various props and items to advance the game.
[0021] Therefore, the present invention can effectively utilize game resources such as props and items configured into the game by the game provider.
[0022] In addition, in "props and items", for example, containing
[0023] (A1) Items related to the weapons, armor, magic items used by the player character, and the items used by the opponent character in battle;
[0024] (A2) Items that can be installed on the player character, such as parts that form part of the robot (head, wrists, and legs) when the player character is a robot;
[0025] (A3) Items such as farm implements, tools, cooking utensils, and daily necessities (e.g., items not used for combat);
[0026] (A4) Robots, cars, boats, and other items that player characters ride and use, as well as animals (pets and livestock);
[0027] (A5) Items such as medicine and food that help change player-related parameters such as stamina; and
[0028] (A6) Game Map (A partial map used to change a new map or a portion of an existing map.)
[0029] However, props and items can be other game items besides those mentioned above, such as pilots or other controllers who control the player character, or items worn by the player character, such as clothes, hats, and accessories.
[0030] Furthermore, the "mission" includes, for example,
[0031] (B1) Reach the preset game level;
[0032] (B2) Obtain specific items
[0033] (B3) Reaching the preset experience value; and
[0034] (B4) Defeat specific opponents such as powerful monsters.
[0035] The content that has been completed by the player characters already set up in the game.
[0036] In particular, the "mission" in principle includes
[0037] (C1) Complete the mission by using appropriate items or props from the player character, all or at least one member of the player character group containing that player character, or player characters associated with that player character (characters who have a friend or other relationship with the player character); and
[0038] (C2) Missions completed by a player character equipped with the corresponding item, a group of player characters (including cases where there are player characters not equipped with the item), or a player character associated with that player character (a player character who is a friend of the player character equipped with the item).
[0039] However, it can also be a mission that the player character completes without using any items, or a mission that the player character completes without equipping the item.
[0040] Furthermore, "completed...mission" could include completing a mission using one or more items or using one or more player characters. It could also include completing multiple missions using a single item.
[0041] In particular, since the mission is associated with an item in the "Completed... Mission" section, in principle, completing the same item means completing the same mission. However, even the same mission can include missions with different difficulty and completion conditions (number of stages cleared and number of opponents reached) depending on the player character's attributes (character level, category, abilities, etc.), as well as missions whose content itself has changed.
[0042] Furthermore, items are categorized by level, and missions can be completed according to specific levels or within defined level ranges. In this case, it is preferable to manage mission completion or incompleteness by level or within defined level ranges.
[0043] Furthermore, regarding the "completion of the mission," completion is determined by meeting pre-set conditions. However, the mission completion status can be determined either until the pre-set conditions are met, or a time limit can be set, and the mission completion status can be determined only when the specified end condition is met. Alternatively, if the mission is not completed within the time limit but the end condition has been met, the completion status determination can be terminated, and the game can proceed with the mission incomplete.
[0044] Furthermore, in addition to the above, "Completed the mission" also includes situations where the mission is completed by the player character who is different from the player character who operated and set the props and items (hereinafter referred to as "the first player") (hereinafter referred to as "the second player, such as a player who has a certain relationship with the first player, like a friend), as well as situations where the mission is completed through cooperation between the player character who is the first player's target and the player character who is the second player's target.
[0045] In addition to the above, "given choices" include, for example, automatic selection in the game (random or procedural selection from items prepared by the game administrator and the game system) and selection based on player actions.
[0046] Furthermore, "set items corresponding to the player character from multiple items," such as items that can be set in the player character's item bag and warehouse or have parts installed on a part of the player character, as well as items that the player character can choose to use.
[0047] Furthermore, the "settings" mentioned above include setting one item on the player character, as well as setting multiple items (including those of the same type) on the player character.
[0048] In particular, when "setting multiple items on a player character", it includes not only setting multiple items on a single player character, but also setting items on multiple player characters separately (a group of player characters consisting of multiple player characters includes player characters without items set, and the number of items set on each player character in the group is different).
[0049] Furthermore, the "distribution of prizes" includes, for example,
[0050] (D1) Makes changes to parameters such as experience points that change as the game progresses more advantageous;
[0051] (D2) Items are easy to obtain (e.g., gacha items are easy to win, cheap to buy or exchange, can be converted into higher-level items such as abilities, and are easy to find or obtain as the game progresses);
[0052] (D3) weakens the opponent's character or strengthens the player's character, or strengthens the opponent's character;
[0053] (D4) Make the task simpler or more difficult;
[0054] (D5) In the game, the probability of winning rare items in the gacha increases and the probability of not winning decreases, making the gacha winning probability more favorable to the player.
[0055] (D6) Reduce the parameters consumed in the game (payment amount, points consumed, and player character's stamina (energy value));
[0056] (D7) Changes the appearance (i.e., appearance), abilities, attributes, quantity, value (including its impact on the selling price and crafting materials in the game and when trading with other players), and removes restrictions on items available to player characters (e.g., extending usage time to unlimited).
[0057] (D8) Distribution of items, player characters, or parameters such as in-game currency, points, and stamina;
[0058] (D9) Awarding trophies, medals, and titles; and
[0059] (D10) Changes the player character's appearance, abilities, and attributes.
[0060] These are prizes that are distributed to players and player characters in the game and become beneficial or satisfy their desire to obtain them.
[0061] In particular, "prizes" can be anything that benefits the player in the game or satisfies their desire to obtain, as mentioned above. There are no restrictions, but it is preferable to be a prize associated with the item or prop that corresponds to the mission completed in order to award the prize.
[0062] Furthermore, "prizes" could also be, for example,
[0063] (E1) Based on the completion of the mission;
[0064] (E2) Based on the type and combination of items used to complete the mission (when the mission corresponds to multiple items); or
[0065] (E3) Prizes that vary depending on the attributes of the player character on whom the items are set, their combination (when the mission is completed by multiple player characters), or the combination of the player character's attributes and the items set on each player character.
[0066] Furthermore, "the distribution of prizes" in principle means the prizes are distributed to the player character who distributed the items and the player character who completed the mission, but it could also mean the prizes are distributed to players different from these players.
[0067] (2) Furthermore, the present invention has the following structure: the prize control device will issue the prize associated with the props and items corresponding to the completed mission to the player as the prize.
[0068] Through this structure, the present invention can, for example, distribute changes in the appearance, abilities, attributes, quantity, value (including the influence on selling price or crafting materials), and restrictions (such as extending the usable time to unlimited use) of items as prizes, thereby increasing the incentive for players to use the various items they possess.
[0069] Therefore, the present invention can effectively utilize game resources such as props and items configured into the game by the game provider.
[0070] (3) Furthermore, the present invention has the following structure: when the prize control device sets the prop on the player character and the player character completes the mission corresponding to the set prop, the prize is issued.
[0071] Through this structure, the present invention can explicitly define the use of items by player characters as a condition for awarding players prizes for completing missions, thereby promoting the use of items by player characters and increasing the motivation for players to use items.
[0072] Furthermore, "when the player character completes..." includes not only when the mission is completed as a result of the player character's actions in the game (movement, combat and battles, use of items, acquisition of parameters such as points and experience), but also when the mission is completed as a result of the player character's actions (including when the player character completes the mission as a team when forming a team with multiple player characters).
[0073] (4) Furthermore, the structure of the present invention is as follows:
[0074] One mission corresponds to multiple items, which are stored in the storage device.
[0075] The prize control device distributes the prize when the player character has set up the multiple items and the mission is completed using the set items.
[0076] Through this structure, the present invention can facilitate the use of many props and items, and can effectively utilize game resources such as props and items that are configured into the game by the game provider.
[0077] In addition, "setting multiple items on a player character" includes, for example, setting at least one item on each of multiple player characters (these multiple player characters may also include player characters that do not set any items) and setting multiple items on a single player.
[0078] (5) Furthermore, the structure of the present invention is as follows:
[0079] The game control device controls the progression of the game through multiple player characters.
[0080] The prize control device distributes the prize when the multiple props are respectively set on the multiple player characters and the mission is completed using the multiple props.
[0081] With this structure, the present invention can also promote the use of many props and items in games that are advanced by multiple player characters set up as card decks or groups and teams composed of multiple player characters. In such games, game resources such as props and items configured into the game by the game provider can be effectively utilized.
[0082] (6) Furthermore, the present invention has the following structure: it also has a determining device that determines the prize to be awarded to the player based on a combination of multiple props and items stored corresponding to the completed mission.
[0083] With this structure, the present invention can, for example, determine the prize to be given to the player as the first prize in a combination of item A and item B, and determine the prize to be given to the player as the second prize in a combination of item A and item C, and so on, so that the content of the prize can be changed according to the combination of items.
[0084] Therefore, this invention motivates players to use items by rewarding them with various prizes, thereby increasing the incentive for players to use items.
[0085] (7) Furthermore, the structure of the present invention also includes:
[0086] A judgment device that determines the completion status of the mission;
[0087] The determining device decides the prize to be awarded to the player based on the completion status of the mission as determined by the judging device.
[0088] With this structure, the present invention can, for example, change the prize content based on the number of defeated opponents and their level when the mission is to defeat opponents, or based on the number of game levels passed and their level, or the time elapsed until the level is passed when the mission is to pass game levels.
[0089] In particular, if the present invention sets the prize content to be more beneficial to the player and satisfy their desire for reward as the mission completion status is better, the player's motivation to complete the mission can be increased.
[0090] Therefore, this invention can promote the use of items by player characters and increase the motivation for players to use items.
[0091] In addition, "judging the completion status of the mission" for example means in
[0092] (G1) When the mission is to defeat an opponent, the number of opponent characters defeated (e.g., "1-3" is C-rank, "4-6" is B-rank, "7-9" is A-rank, and "10 or more" is S-rank), or
[0093] (G2) When the mission is to pass a specific game level or task within a certain time (within three minutes), the time taken until passing is specified (e.g., passing within 30 seconds is S-rank, while passing within 1 minute is A-rank).
[0094] Each time a mission is completed and multiple different completion conditions (conditions of different levels) are pre-set, determine which completion condition has been completed.
[0095] Furthermore, the phrase "the prize awarded to the player based on the assessment of the mission's completion" generally means that the better the mission's completion is judged to be for the player in the game, the more likely the prize will bring the player a beneficial effect in the game or satisfy the player's desire for something. However, it could also mean that the better or worse the mission's completion is judged to be for the player, the more likely the prize will bring the player a detrimental effect in the game.
[0096] Furthermore, the relationship between completion status and prize content can be either that the prize content becomes more or less advantageous to the player in real time based on the completion status, or that the proportion of change varies (including curvilinear changes of an nth-order function and intermittent changes).
[0097] (8) Furthermore, the present invention has the following structure: the more the completion of the mission is judged to be a better result for the player in the game, the more the determining device will decide to award the prize that brings the player a favorable effect in the game or a more satisfying effect on the player's desire for gain.
[0098] Through this structure, the present invention can, for example, be realized.
[0099] (H1) When defeating opponent characters, the more opponent characters defeated, the higher the level of the defeated opponent characters, or the shorter the time until a specific opponent character is defeated, the better the prize will be for the player; or
[0100] (H2) When passing game levels, the more game levels you pass, the higher the level of the game level, or the shorter the time it takes to pass the level, the better the prize content will be for the player.
[0101] Therefore, this invention can promote the use of items by player characters and increase the motivation for players to use items.
[0102] (9) Furthermore, the present invention has the following structure: the providing device provides information for displaying the mission-related information on the corresponding terminal device as game information at a given time interval.
[0103] Through this structure, the present invention can notify players of missions, items and prizes related to completing missions, thereby promoting the use of items or increasing the motivation to complete missions.
[0104] In addition, the "Mission-related displays" include, for example,
[0105] (I1) The content of the mission (the type of mission, the type and number of the opposing characters to be defeated, or the description of the level and specific items to be obtained, etc.);
[0106] (I2) It sets out the mission and the prizes awarded for completing it;
[0107] (I3) Conditions for the completion of the mission;
[0108] (I4) Items and props corresponding to the mission;
[0109] (I5) Items and props owned by the player corresponding to the mission;
[0110] (I6) The usage status of items set on the player character;
[0111] (I7) The completion status (completed or incomplete) of all items owned or used by the player character; and
[0112] (I8) Details of prizes already awarded and potential future prizes.
[0113] wait.
[0114] Furthermore, the "given timing" includes
[0115] (J1) The timer for the item has been obtained;
[0116] (J2) Set a timer on an item that is in use;
[0117] (J3) Mission-related timing, such as before the mission begins, during the mission, or upon the mission's completion;
[0118] (J4) The timed period for removing items corresponding to the mission from the used items;
[0119] (J5) The timing of when the items you currently own, which correspond to the mission, are sold or combined with other items, or when they are no longer owned.
[0120] (J6) For items obtained by the player and for which the mission is not completed, a timer not set on the player character after a given period of time; and
[0121] (J7) Timed events judged as having low frequency and number of uses for props / items
[0122] However, "given timing" is not limited to such timings; it can also include timings appropriate for the game's progression, such as at the start of the game, during the game, and after the game, or timings where the player needs mission-related information.
[0123] (10) Furthermore, the present invention has the following structure: when there are items for which the mission has not been completed, the providing device will provide the display information related to the items for controlling the items as game information to the corresponding terminal device.
[0124] This invention can notify players of unfinished mission items through this structure, thus preventing omissions and encouraging players to use items.
[0125] In addition, the "Display related to props and items" includes attributes such as the category and characteristics of props and items, how to use them, or usage records to date.
[0126] (11) Furthermore, the present invention has the following structure: the providing device provides information for execution as game information when, at a given time, information for displaying the mission-related information on the corresponding terminal device is provided to the terminal device and there are multiple missions corresponding to at least one item, or when the item is repeated. The information for execution is information for executing multiple mission-related displays in association with the display of a single item as a display related to the item.
[0127] With this structure, the present invention can display information related to multiple missions as if at least one item corresponds to multiple missions, and execute the display information related to multiple missions in association with the display of a single item. Therefore, the complexity of the display is eliminated, the player's recognition of mission-related information is improved, and important information can be notified to the player without omission.
[0128] (12) Furthermore, the present invention has the following structure: it also has a determining device that determines the mission to be completed in the game based on the relationship between the player character who has set the prop and the prop.
[0129] Through this structure, the present invention can change the mission according to the attributes and abilities of the player character, the type of props and items, etc., thus increasing the fun of the game while encouraging players to use a variety of props and items.
[0130] Therefore, the present invention can effectively utilize game resources configured into the game by the game provider.
[0131] Furthermore, phrases like "determining the mission based on the relational nature of..." may include, for example, [the following phrases are included in the original text].
[0132] (K1) When the same item is set on different player characters, different missions are assigned, or even if the same mission is assigned, missions with altered difficulty and number of levels are assigned; and
[0133] (K2) Even when the same item is set on the same player character, different missions are determined based on the combination of the item and the player character's attributes (level, available items, or abilities). Alternatively, even when the same mission is determined, missions with altered difficulty and number of levels are also determined.
[0134] wait.
[0135] (13) Furthermore, to solve the above-mentioned technical problems, the present invention is a game delivery method for providing games to terminal devices connected via a network, which has the following structure:
[0136] Perform the processing of the player's operation instructions received through the terminal device;
[0137] Execute the process based on the received player's action instructions, and use the player character whose action target is used to advance the game;
[0138] A management storage device that stores multiple items used in the game and corresponding missions to be completed in the game;
[0139] Based on a given choice, select the item corresponding to the player character from a plurality of items;
[0140] When the player character has the item equipped and the mission corresponding to the item has been completed, a given reward is awarded to the player; and
[0141] Provide the terminal device with game information related to the game, including information related to the prizes awarded.
[0142] With this structure, the present invention allows players to use various props and items to challenge many missions in order to obtain various prizes in the game, thus increasing the fun of the game and the motivation to use various props and items to advance the game.
[0143] Therefore, the present invention can effectively utilize game resources such as props and items configured into the game by the game provider.
[0144] (14) Furthermore, in order to solve the above-mentioned technical problems, the present invention is a game system, which is configured to have:
[0145] A receiving and processing device that receives player input instructions;
[0146] A game control device that, based on the received player's operation instructions, advances the game using the player character whose operation target is used;
[0147] A management device that manages a storage device, the storage device storing multiple props and items used in the game and corresponding missions to be completed in the game;
[0148] An item setting device that, based on a given selection, sets the item corresponding to the player character from a plurality of items;
[0149] A prize control device that issues a given prize to a player when the player character has the item set on them and completes the mission corresponding to the item.
[0150] With this structure, the present invention allows players to use various props and items to challenge many missions in order to obtain various prizes in the game, thus increasing the fun of the game and the motivation to use various props and items to advance the game.
[0151] Therefore, the present invention can effectively utilize game resources such as props and items configured into the game by the game provider. Attached Figure Description
[0152] Figure 1 This is a diagram illustrating an example of the system structure of a game system according to one embodiment.
[0153] Figure 2 This is a diagram illustrating the functional blocks of a server device according to one embodiment.
[0154] Figure 3 This is a diagram showing the functional blocks of a terminal device according to one embodiment.
[0155] Figure 4 This diagram illustrates the item setting process, mission determination process, and prize control process of one embodiment.
[0156] Figure 5 This is a diagram illustrating an example of item information stored in a game data storage unit according to one embodiment.
[0157] Figure 6 This is a diagram illustrating an example of mission specification information stored in a game data storage unit according to one embodiment.
[0158] Figure 7 This is a diagram illustrating an example of mission information stored in a game data storage unit according to one embodiment.
[0159] Figure 8 This is a diagram illustrating an example of prize information stored in a game data storage unit according to one embodiment.
[0160] Figure 9 This is one of the diagrams used to illustrate an embodiment of the item placement process.
[0161] Figure 10 This is a diagram (second one) illustrating the item placement process of one embodiment.
[0162] Figure 11 This is one of the diagrams used to illustrate the mission determination process of one embodiment.
[0163] Figure 12 This is a diagram (two) illustrating the mission determination process of one embodiment.
[0164] Figure 13 This is one of the diagrams used to illustrate a variation of the mission determination process in one embodiment.
[0165] Figure 14This is a second variation of the mission determination process used to illustrate one embodiment.
[0166] Figure 15 This is a diagram illustrating a variation of the information provisioning process of one embodiment.
[0167] Figure 16 This is a flowchart illustrating prize distribution-related actions (including mission determination processing, mission judgment processing, and determination control processing) performed by a server device based on one embodiment during item setting processing. Detailed Implementation
[0168] The following describes this embodiment. Furthermore, the embodiments described below do not unduly limit the scope of the invention as defined in the claims. Also, the structures described in this embodiment are not necessarily essential components of the invention.
[0169] [1] Game System
[0170] First, use Figure 1 This section describes the overview and general structure of the game system 1 in this embodiment. Furthermore, Figure 1 This is a diagram showing an example of the system structure of the game system 1 of this embodiment.
[0171] like Figure 1 As shown, the game system 1 of this embodiment is configured to provide game services as a server device 10 and a terminal device 20 (e.g., terminal devices 20A, 20B, 20C) that can be connected to the Internet (an example of a network).
[0172] Users can access server device 10 from terminal device 20 to play games sent from server device 10 via the Internet. Furthermore, users can communicate with other players by accessing server device 10 from terminal device 20.
[0173] Server device 10 is an information processing device that can provide a service allowing users to play games using terminal device 20 connected via Internet communication. Furthermore, server device 10 can also function as an SNS server that provides communication services. Here, an SNS server can also be an information processing device that provides communication services between multiple users.
[0174] Furthermore, when the server device 10 functions as an SNS server, it may provide a game called a Social Game, which is executed using the provided SNS action environment (API (Application Programming Interface), platform, etc.).
[0175] In particular, server device 10 can provide games available on the web browser of terminal device 20, such as browser games made in various languages such as HTML, FLASH, CGI, PHP, Shockwave, Java (registered trademark) applets, JavaScript (registered trademark), etc. (games that can be started by opening the installation website in a web browser).
[0176] Furthermore, so-called social games, unlike existing online games, include games that do not require dedicated client software and can be used only with a web browser and an SNS account. Additionally, server device 10 has an online game structure that allows simultaneous sharing of the same game progression via a network connection with other player terminals (smartphones, personal computers, game consoles, etc.).
[0177] On the other hand, the server device 10 can be composed of one (device, processor) or multiple (devices, processors).
[0178] Furthermore, information such as payment information and game information stored in the storage area (storage unit 140 mentioned later) of the server device 10 can be stored in a database (in a broad sense, storage device or memory) connected to the network (intranet or Internet). When functioning as an SNS server, information such as player information storage unit 146 stored in the storage area can also be stored in a database (in a broad sense, storage device or memory) connected to the network (intranet or Internet).
[0179] Specifically, in this embodiment, the server device 10 receives input information based on the operations of the user (i.e., the player executing the game) on the terminal device 20, and performs game processing based on the received input information. Furthermore, the server device 10 sends the game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 in a user-browsable manner.
[0180] Terminal device 20 is an information processing device such as a smartphone, mobile phone, PHS, computer, game device, PDA, portable game console, image generation device, etc., and is a device that can be connected to server device 10 via a network such as the Internet (WAN) or LAN. Furthermore, the communication line between terminal device 20 and server device 10 can be either wired or wireless.
[0181] Furthermore, terminal device 20 has a web browser capable of viewing web pages (data in HTML format). That is, terminal device 20 has communication control functions for communicating with server device 10, and a web browser function for controlling display using data received from server device 10 (web data, data created in HTML format, etc.), and for sending user operation data to server device 10, etc., performing various processes to provide game screens to the user, allowing the user to play the game. However, terminal device 20 can also obtain game control information provided by server device 10 and perform prescribed game processing, playing the game based on this processing.
[0182] Specifically, when the terminal device 20 requests the server device 10 to perform a specified game, it connects to the game website of the server device 10 and starts the game. In particular, the terminal device 20 has a structure that allows the server device 10, which functions as an SNS server, to perform specified processing by using an API as needed, or to obtain the player information storage unit 146 managed by the server device 10, which functions as an SNS server, and execute the game.
[0183] [2] Server device
[0184] Next, use Figure 2 The server device 10 described in this embodiment will be further explained. Figure 2 This diagram illustrates the functional blocks of the server device 10 according to this embodiment. Furthermore, the server device 10 of this embodiment may also be omitted. Figure 2 A component of (various parts).
[0185] Server device 10 includes: an input unit 120 for use by administrators and others, a display unit 130 for displaying specified information, an information storage medium 180 for storing specified information, a communication unit 196 for communicating with terminal device 20 and others, a processing unit 100 for performing processing related to the game being provided, and a storage unit 140 for storing various data mainly used in the game.
[0186] The input unit 120 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment consists of a mouse and a keyboard.
[0187] The display unit 130 is the part that displays the operation screen used by the system administrator. For example, the display unit 130 in this embodiment is composed of a liquid crystal display or the like.
[0188] Information storage medium 180 (computer-readable medium) is a medium that contains programs and data, and its function is constituted by optical discs (CD, DVD), optical disks (MO), magnetic disks, hard disks, magnetic tapes, or memory (ROM).
[0189] The communications unit 196 performs various controls for communication with external systems (such as terminals, other servers, and other network systems), and its functions consist of various processors or communication ASICs and other hardware and programs.
[0190] The storage unit 140 serves as the working area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM) and the like. Furthermore, the information stored in the storage unit 140 can also be managed using a database.
[0191] Furthermore, in addition to the main storage unit 142, the storage unit 140 of this embodiment also includes: a game data storage unit 144, which stores game information that displays game-related information; a player information storage unit 146, which stores player information that displays information related to each player and game-related information related to the player (hereinafter referred to as "player-related information"); and a game card information storage unit 148, which stores information related to missions completed by each player using items (hereinafter referred to as "mission information").
[0192] The game data storage unit 144 stores: information on items that function as props provided to the game (hereinafter referred to as "item items") (hereinafter referred to as "item item information"); information displaying the specifications of missions (hereinafter referred to as "mission specification information"); information related to the prizes provided when each mission is completed (hereinafter also referred to as "prize information"); information on the game field where the game is played; information on the conditions used for various judgments; information on each object on the game field; information for changing each object; various table information; and information related to each player's player character, etc.
[0193] In the player information storage unit 146, information is stored according to each player.
[0194] (A1) The player's nickname and player ID, and, when belonging to a team, the team name and its ID (hereinafter referred to as "belonging information");
[0195] (A2) Current score, experience points, energy parameter values (health points, stamina points, and electricity points), rewards earned, or game time, and other information related to individual and team performance (hereinafter also referred to as "performance information").
[0196] (A3) Information on the characteristics and attributes of player characters (when there are multiple player characters, information on the characteristics and attributes of each character);
[0197] (A4) Payment records and payment amounts, and other payment-related information;
[0198] (A5) Item association information, including information about items set on the player character; and
[0199] (A6) Mission information related to the missions that each player needs to complete, and prize information related to the prizes obtained by completing missions in the game.
[0200] The processing unit 100 uses the main storage unit 142 within the storage unit 140 as its working area for various processing tasks. The functions of the processing unit 100 can be implemented using various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), and other hardware and programs.
[0201] The processing unit 100 performs various processes according to the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs (programs for making the computer function as various parts of this embodiment) for executing the processes of each part.
[0202] For example, the processing unit 100 (processor) performs overall control of the server device 10 based on the program stored in the information storage medium, and performs various processes such as controlling the transmission of data between units. Furthermore, it performs processing to provide various services corresponding to requests from the terminal device 20.
[0203] Specifically, the processing unit 100 of this embodiment includes at least: a communication control unit 101, a web processing unit 102, a game management unit 103, a player management unit 104, an item setting unit 105, a mission management unit 106, a prize control unit 107, a timer management unit 110, and an information providing unit 111.
[0204] Furthermore, for example, the communication control unit 101 of this embodiment constitutes the receiving and processing device of the present invention, the game management unit 103 constitutes the game control device of the present invention, and the player management unit 104 constitutes the management device of the present invention.
[0205] Furthermore, for example, the item setting unit 105 in this embodiment constitutes the item setting device of the present invention, and the mission management unit 106 constitutes the judgment device and determination device of the present invention.
[0206] Furthermore, for example, the prize control unit 107 of this embodiment constitutes the prize control device and decision device of the present invention, and the information providing unit 110 constitutes the providing device of the present invention.
[0207] The communication control unit 101 processes data transmitted and received from the network and the terminal device 20. That is, the server device 10 performs various processes based on the information received from the terminal device 20 and the like through the communication control unit 101.
[0208] In particular, the communication control unit 101 of this embodiment performs processing to send the game screen to the player's terminal device 20 based on a request from the player's terminal device 20.
[0209] Furthermore, the communication control unit 101 performs various processes for receiving instructions from the player input to the terminal device 20.
[0210] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 processes data sent according to requests from the Web browser 211 installed on the terminal device 20 via communication protocols such as HTTP (Hypertext Transfer Protocol), and processes data received from the Web browser 211 of the terminal device 20.
[0211] Furthermore, although this embodiment is described using the case where the server device 10 also has the function of an SNS server as an example, the server device 10 may also be configured as a game server and an SNS server respectively. Additionally, in this embodiment, game processing may be performed partially or entirely by the server device 10, or partially by the terminal device 20.
[0212] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space. Based on the player's operation input through the terminal device 20, it performs various game processing related to combat games, action games, RPGs, music games, or sports games, etc., when multiple players are fighting.
[0213] Furthermore, the game management unit 103 performs various game processing based on player instructions issued from the terminal device 20.
[0214] In particular, the game management unit 103, based on the player's operation input input to the terminal device 20, controls the movement of the player character, which is the operation target of each player, within the game space and their actions relative to the game, while executing the actions of other related characters and objects and various game processing.
[0215] Furthermore, the game management department 103 can perform various game processing on a single player character or on multiple player characters based on instructions from a player.
[0216] The Player Management Department 104 registers the items owned by the player, the missions being carried out, the missions being completed, or the prizes being won as player information, mission information, or prize information in the Player Information Storage Department 146 and the Mission Information Storage Department 148 for management, and manages the player characters or card decks set by the player in the game.
[0217] The item setting unit 105 performs a process of setting the item corresponding to the player character from multiple items based on a given selection (hereinafter referred to as "item setting process").
[0218] Mission Management Department 106 manages the mission completion status of each player character, especially when a player character has items set on them, and performs a process to determine whether the mission corresponding to that player character and item has been completed (hereinafter referred to as "mission judgment processing").
[0219] Furthermore, the Mission Management Department 106 determines the missions that each player character must complete based on the items set on the player character, and records the mission information of the determined missions in the Mission Information Storage Department 148 and the corresponding player information.
[0220] In addition, Mission Management Department 106 can also determine the mission to be completed in the game based on the relationship between the player character who has set up the item and the item.
[0221] The prize control unit 107 provides a prize when it determines that the corresponding player character has completed the mission. The prize is a prize that has a beneficial effect on the player in the game, such as the evolution of items used to complete the mission, or a prize that satisfies the player's desire to obtain the prize. The prize information of the provided prize is registered in the corresponding player information.
[0222] The timer management unit 110 has a timer function for managing various time periods in the game. In particular, the timer management unit 110 is linked with the game management unit 103 to output the current time and the preset time to each unit. Furthermore, the timer management unit 110 is used to synchronize with each terminal device.
[0223] The information providing unit 111 generates various game information (including prize information and demonstration-related information) by processing the game through the terminal device 20, and provides it to the corresponding terminal device 20.
[0224] In particular, the information providing unit 110 provides information related to the mission to be displayed on the corresponding terminal device 20 as game information at a given time interval.
[0225] [3] Terminal device
[0226] Next, use Figure 3 The terminal device 20 of this embodiment will be described. Furthermore, Figure 3 This diagram illustrates the functional blocks of the terminal device 20 in this embodiment. Furthermore, the terminal device 20 in this embodiment may also be omitted. Figure 2 A component of (various parts).
[0227] The input unit 260 is a device for inputting input information from the player and outputting the player's input information to the processing unit 200. In this embodiment, the input unit 260 includes a detection unit 262 for detecting the player's input information (input signal). The input unit 260 may be configured as, for example, a joystick, button, steering wheel, microphone, touch panel type display, keyboard, or mouse.
[0228] The storage unit 270 serves as the working area for the processing unit 200 and the communication unit 296, and its functions can be implemented using RAM (VRAM) or the like. Furthermore, the storage unit 270 in this embodiment includes a main storage unit 271 used as the working area, and an image buffer 272 storing the final display image, etc. Alternatively, a structure may be configured that omits some of these components.
[0229] Information storage medium 280 (computer-readable medium) is a medium that contains programs and data, and its function can be realized by optical discs (CD, DVD), optical disks (MO), magnetic disks, hard disks, magnetic tapes, or memory (ROM).
[0230] The processing unit 200 performs various processes according to the program (data) stored in the information storage medium 280. The information storage medium 280 can store programs (programs for making the computer perform the processes of each unit) that enable the computer to function as various units in this embodiment.
[0231] Furthermore, in this embodiment, program and game data used to enable the computer to function as various parts of this embodiment may also be received from the information storage medium 180 and storage unit 140 of the server device 10 via the network, and the received program and data may be stored in the information storage medium 280. Alternatively, program and data received from the server device 10 may be stored in the storage unit 270. Such cases of receiving programs and data and enabling the network system to function are also included within the scope of this invention.
[0232] The display unit 290 is the part that outputs the images generated in this embodiment, and its function can be implemented by a CRT, LCD, touch panel type display, or HMD (head-mounted display). The sound output unit 292 is the part that outputs the sound generated in this embodiment, and its function can be implemented by a speaker or headset.
[0233] The communication unit 296 is a part that performs various controls for communication with external entities (such as other terminals or servers), and its functions can be implemented by various processors or communication ASICs or other hardware or programs.
[0234] The processing unit 200 (processor) performs game processing, display control, image generation processing, or sound generation processing based on game-related information obtained from the server device 10 via the communication unit 296, input information from the input unit 260, or programs.
[0235] The processing unit 200 uses the main storage unit 271 within the storage unit 270 as its working area to perform various processes. The functions of the processing unit 200 can be implemented through various hardware and programs, such as processors (CPUs, DSPs, etc.) and ASICs (gate arrays, etc.).
[0236] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Alternatively, it may be configured to omit some of these components.
[0237] The communication control unit 210 performs data transmission and reception processing with the server device 10. Furthermore, the communication control unit 210 performs processing such as storing data received from the server device 10 in the storage unit 270, parsing the received data, and control processing related to the transmission and reception of other data.
[0238] Furthermore, the communication control unit 210 can also store and manage the server's destination information (IP address and port number) in the information storage medium 280. Additionally, the communication control unit 210 can communicate with the server device 10 upon receiving input information from the player indicating the start of communication.
[0239] In particular, the communication control unit 210 processes the sending of player identification information and operation information to the server device 10, and the receiving of game-related information (player information, game card information, player's web page, and game screen, etc.) from the server device 10.
[0240] Furthermore, the communication control unit 210 can transmit and receive data with the server device 10 at a predetermined period, or it can transmit and receive data with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 210 of this embodiment processes the reception of game screens from the server device 10.
[0241] Web browser 211 is an application used to view web pages (game screens). It downloads HTML files and image files from the web server (server device 10), parses the layout, and controls the display. Furthermore, web browser 211 sends data to the web server (server device 10) using input methods (links, buttons, text boxes, etc.).
[0242] The web browser 211 of this embodiment can implement browser games. For example, the web browser 211 can also execute programs written in JavaScript, Flash, Java, etc., received from the web server (server device 10).
[0243] Terminal device 20 can display information sent from a web server specified by a URL via the Internet through web browser 211. For example, terminal device 20 can display game screens (HTML data, etc.) received from server device 10 through web browser 211.
[0244] The game processing unit 212 performs various game calculations. These include processes such as starting the game when the game start conditions are met, advancing the game, and ending the game when the game end conditions are met.
[0245] Furthermore, the game processing unit 212 can also process various objects (objects composed of primitives such as polygons, freeform surfaces or subdivided surfaces) that are configured and set in the object space to represent player characters, buildings, stadiums, cars, trees, pillars, walls and maps (terrain).
[0246] The object space referred to here is a virtual space, including both two-dimensional and three-dimensional spaces. Two-dimensional space, for example, refers to the space in which objects are arranged in two-dimensional coordinates (X, Y), while three-dimensional space, for example, refers to the space in which objects are arranged in three-dimensional coordinates (X, Y, Z).
[0247] Furthermore, in addition to setting up deck data for game cards, the game processing unit 212 also performs game processing including controlling the sending and receiving of various information during login, executing game processing based on player actions when the game is executed in real time in conjunction with the server device 10, and regenerating game processing of automatically calculated data received when the game is executed through automatic calculation.
[0248] The display control unit 213 performs the processing of displaying on the display unit 290. For example, the display control unit 213 may also use a web browser 211 for display.
[0249] The drawing unit 220 performs drawing processing based on various processes (such as game processing) performed on the processing unit 200 to generate an image, which is then output to the display unit 290 via the display control unit 213. The image generated by the drawing unit 220 can be either a two-dimensional image or a three-dimensional image.
[0250] The sound processing unit 230 performs sound processing based on the structure of various processing performed on the processing unit 200, generates game sounds such as background music, sound effects, or voice, and outputs them to the sound output unit 292.
[0251] [4] Method of this embodiment
[0252] [4.1] Summary
[0253] Next, use Figure 4 This document outlines the method (item setting process, mission determination process, and prize control process) of this implementation.
[0254] also, Figure 4 This diagram illustrates the item setting process, mission determination process, and prize control process of this embodiment.
[0255] The server device 10 of this embodiment has the following structure: it is linked with the terminal device 20, and provides game information such as player character and other characters, game space and part thereof, game parameters, BGM and game context to the terminal device 20 for each player, and executes games such as battle games and fighting games, RPGs or simulation games based on the operations of each player input by the terminal device 20.
[0256] Furthermore, the server device 10 of this embodiment constitutes a server system for game control, which is used to cause a terminal device 20 connected via a network and operated by a player to execute a given game.
[0257] Specifically, such as Figure 4 As shown, the server device 10 of this embodiment has a structure that performs receiving and processing of game information such as player operation instructions received via the terminal device 20. Figure 4 [1]), and game processing that uses the player character with the player's operation target to advance the game based on the received operation instructions from the player.
[0258] Furthermore, the server device 10 has a structure that manages and stores various data that correspond to the multiple items used by the player character in the game with the missions to be completed in the game.
[0259] And, as Figure 4 As shown, the server device 10 has, for example, a structure that performs the following processes:
[0260] (A1) During game execution, based on the player's choices and other given actions, an item setting process is performed to select the item corresponding to the player's character from multiple items. Figure 4 [2]);
[0261] (A2) Reward control processing that awards a given prize to a player when the player character has an item on them and completes the mission corresponding to that item. Figure 4 [3]); and
[0262] (A3) In the game, information provisioning processing is performed to provide terminal device 20 with game-related information, including information related to the prizes awarded. Figure 4 [4]).
[0263] Furthermore, the server device 10 has a structure for performing the following processes: when an item is set on a player character, a mission determination process for determining the mission corresponding to the player character and the item; and a mission judgment process for determining whether the determined mission has been completed in the game and the completion status of the mission.
[0264] In addition, Figure 4 The text shows:
[0265] (B1) When receiving player instructions as game information,
[0266] (B1) According to the player's instructions, use the medium item to set up weapon A (rifle) from four items with medium items (weapon A (rifle), weapon B (philosopher's sword), magic wand and motorcycle), and set mission α;
[0267] (B3) Upon fulfilling the completion conditions of Mission α, award an additional in-use item as a prize; and
[0268] (B4) Provide the relevant players with information about the prizes that have been awarded through information provision processing.
[0269] With this structure, in this embodiment, players can use various items and props to complete many missions in order to obtain various prizes, thus increasing both the fun of the game and the motivation to use various items and props to advance the game.
[0270] Furthermore, in this embodiment, game resources such as props and items configured into the game by the game provider can be effectively utilized.
[0271] [4.2] Items and Missions
[0272] [4.2.1] Props and items
[0273] Next, use Figure 5 The props and items used in this embodiment will be explained. Furthermore, Figure 5 This is a diagram showing an example of the item information stored in the game data storage unit 144 of this embodiment.
[0274] Items and props are provided to players via virtual storage media such as game cards, either at the start of the game or during the game.
[0275] Furthermore, each player provides items using game cards as initial settings; during game execution,
[0276] (A1) When you win a game against another player;
[0277] (A2) When the player passes a specified game level, when the player's game level increases, or when the specified game task is completed;
[0278] (A3) When you win a prize in a lottery game called a gashapon;
[0279] (A4) When receiving a gift from another player registered as a friend; or
[0280] (A5) When purchasing through costs such as payment
[0281] Available.
[0282] Furthermore, the items in this embodiment include various game items used in the game, such as:
[0283] (B1) Items related to the weapons, armor, magic items, and other items used by the player character in battle against the opponent character;
[0284] (B2) Items that can be attached to a player character, such as parts (head, wrists, and legs) that form part of the robot when the player character is a robot. (Hereinafter referred to as "part items").
[0285] (B3) Items such as farm implements, tools, cooking utensils, and daily necessities (e.g., items not used for combat);
[0286] (B4) Items that the player character rides or uses, such as robots, cars, and boats, or animals (pets and livestock), that move together with the player character and support that player character;
[0287] (B5) Items such as medicine and food that help change player-related parameters such as stamina; and
[0288] (B6) Game Map (A partial map used to change a new map or a portion of an existing map.)
[0289] wait.
[0290] In addition to the items mentioned above, props and items include pilots and other controllers who control player characters, as well as clothing, hats, accessories, and other items worn by player characters.
[0291] Furthermore, among the items acquired and owned (hereinafter referred to as "owned items"), items used by player characters (including multiple player characters set as card decks) who set one or more items as operation targets based on choices given by the player's instructions, etc. (hereinafter referred to as "used items").
[0292] Furthermore, items are stored as item information in the game data storage unit 144, and are also registered in the player information of the corresponding player as items that are owned or used.
[0293] For example, such as Figure 5 As shown, the item information includes:
[0294] (C1) Item ID;
[0295] (C2) Item level (hereinafter referred to as "item level");
[0296] (C3) Characteristics and capabilities, and the parameters that define them;
[0297] (C4) The mission ID corresponding to the mission; and
[0298] (C5) Displaying a flag indicating whether someone owns or uses a medium item.
[0299] Furthermore, the flag information is blank when stored in the game data storage unit 144, but is registered as a flag indicating possession of mid-level items when registered in the player information, and as a flag indicating use of mid-level items when set on the player character. Also, Figure 5 The item information shown is stored in the game data storage unit 144, therefore... Figure 5 The text is blank.
[0300] Furthermore, in this embodiment, Figure 5 The item level and various parameters shown are initially displayed and will change as the game progresses, increasing or decreasing when the player registers to own or use a medium-level item.
[0301] [4.2.2] Mission
[0302] Next, use Figure 6 and Figure 7This explains the purpose of this implementation method. Furthermore, Figure 6 and Figure 7 The figures show an example of mission specification information stored in the game data storage unit 144 and mission information stored in the mission information storage unit 148 of this embodiment.
[0303] In this implementation, missions are managed in correspondence with each item. When an item is obtained by a player character and set as an item in use, a mission is set corresponding to that item in use, and the set mission is managed as mission information.
[0304] For example, the mission includes:
[0305] (A1) Reach the preset game level;
[0306] (A2) Obtain a specific item;
[0307] (A3) Reach the preset experience value; and
[0308] (A4) Defeat specific opponents such as powerful monsters.
[0309] wait.
[0310] In particular, the "mission" in principle includes
[0311] (B1) Missions completed by a player character, all or at least one member of a group of player characters including that player character, or player characters associated with that player character (e.g., player characters whose operation targets are players who have a certain relationship with that player character, such as friends).
[0312] (B2) Missions completed by a player character equipped with the appropriate items, a group of player characters (including cases where there are player characters without the items), or a player character associated with that player character (e.g., as in B1 above).
[0313] However, the mission in this embodiment can also be a mission that the player character completes without using any items, or a mission that a player character who is not equipped with the item (i.e., a player character who has not set up any items to use).
[0314] On the other hand, the game data storage unit 144 specifies mission specification information that displays the mission specifications. When items are set on a player character, the mission information set on each player character is registered and stored in the player information storage unit 146 and the mission information storage unit 148 based on this mission specification information. However, the mission information may also be stored in only one of the player information storage unit 146 or the mission information storage unit 148, or in other storage units (not shown).
[0315] For example, such as Figure 6 As shown, the mission specification information includes:
[0316] (C1) Mission ID;
[0317] (C2) For example, mission categories that display missions to defeat enemy characters, missions to clear levels, or missions to obtain specific items;
[0318] (C3) Information that displays mission content, such as text and graphical information used to notify players (hereinafter also referred to as "content information");
[0319] (C4) The category of the player character allowed to complete the mission (e.g., referred to as "Mission Completion Character Category and Item ID"); and
[0320] (C5) Mission completion conditions include time limits, the number and types of enemy characters to defeat, the number and types of specific items to obtain, and the conditions for using items in use (whether or not to use them or how many times).
[0321] Furthermore, for example, Figure 7 As shown, the mission information includes:
[0322] (D1) Mission ID;
[0323] (D2) Mission Category;
[0324] (D3) Sets the player character's character ID;
[0325] (D4) Information related to the items used to complete the mission, including the item IDs and quantities of the items used to complete the mission (hereinafter referred to as "item association information").
[0326] (D5) Information related to the mission's completion conditions (hereinafter referred to as "Completion Condition Information") and
[0327] (D6) The contents of the prizes awarded upon completion of the mission and the prize ID and other related information.
[0328] Furthermore, when the items used to complete the mission are not determined, that is, when any item can complete the mission, or when any player character can complete the mission, it is not necessary to specify (C4), (D3), and (D4).
[0329] Furthermore, when mission information is registered in player information, the character ID of the player character corresponding to that player information may not be stored.
[0330] Furthermore, a mission may include, for example, a mission corresponding to multiple items, or multiple missions corresponding to a single item. In this case, the mission specification information and mission information store information about multiple corresponding items.
[0331] [4.2.3] Prizes
[0332] Next, use Figure 8 The prizes in this implementation method are explained. Furthermore, Figure 8 This is a diagram showing an example of prize information stored in the game data storage unit 144 of this embodiment.
[0333] Prizes may include, for example:
[0334] (E1) Makes changes to parameters such as experience points that change as the game progresses more advantageous;
[0335] (E2) Items that are easy to obtain (e.g., items that are easy to win from gacha, cheap to buy or exchange, items that can be converted into abilities or other compatible items, and items that are easy to find or obtain as the game progresses);
[0336] (E3) weakens the opponent's character or strengthens the player's character, or strengthens the opponent's character;
[0337] (E4) Make the task simpler or more difficult;
[0338] (E5) In the game, the probability of winning rare items in the gacha is increased and the probability of not winning is reduced, making the gacha winning probability more favorable to the player.
[0339] (E6) Reduce the parameters consumed in the game (payment amount, points consumed, and player character's stamina (energy));
[0340] (E7) Changes the appearance (i.e., looks), abilities, attributes, quantity, value (including its impact on selling price and crafting materials) of items available to player characters, and removes restrictions (e.g., extending usable time to unlimited).
[0341] (E8) Distribution of items, player characters, or parameters such as in-game currency, points, and stamina;
[0342] (E9) Awarding trophies, medals, and titles; and
[0343] (E10) The player character's appearance, abilities, and attributes change.
[0344] Prizes that become beneficial to players and player characters in the game, or prizes that fulfill their desires.
[0345] In particular, the prizes in this embodiment are not limited to any prizes that are advantageous to the player in the game or that satisfy the player's desire to obtain the prize, as described above. However, it is preferable to be prizes that are associated with items or props corresponding to the missions completed in order to award the prize.
[0346] For example, in the prize information displayed, such as Figure 8 As shown, for example, it includes:
[0347] (F1) Prize ID;
[0348] (F2) Displays content information about the prize (e.g., text messages to notify players and graphical information to create objects related to the prize in the game).
[0349] (F3) is used to provide prize control information (e.g., when changing the prize of a used item, it is used to control the item ID of the used item and the control information for that change); and
[0350] (F4) Mission ID of the mission that distributes the prize.
[0351] Furthermore, the prize in this embodiment could also be, for example,
[0352] (G1) Based on the completion of the mission;
[0353] (G2) Based on the type and combination of items used to complete the mission (when multiple items correspond to missions); or
[0354] (G3) Based on the attributes of the player character with the items, the combination of those attributes (when the mission is completed by multiple player characters), or the combination of the player character's attributes and the attributes of the items set on each player character,
[0355] And the prizes have changed.
[0356] At this point, for example, the prize status can be specified within the prize information control information, based on the completion status and combination information.
[0357] [4.3] Item Setting Processing
[0358] Next, use Figure 9 and Figure 10 This embodiment explains the item placement process. Furthermore, Figure 9 and Figure 10 This is a diagram used to illustrate the item setting process of this embodiment.
[0359] The item setting unit 105 performs item setting processing, that is, according to the choices given by each player based on the player's instructions, etc., it sets the item corresponding to the player character as a used item from among the multiple owned items obtained by the player character.
[0360] Specifically, the item setting unit 105 selects one or more items from the items that the player has acquired and currently owns, choosing them as equipment for the player character or as items that the player character can use, and sets them as items in use for the player character.
[0361] For example, such as Figure 9 As shown in A, when items related to combat items such as weapons and items used by player characters, such as game maps, are item items, the item setting unit 105 sets them as item items in use by setting them in the item bag or warehouse of the player character, or by equipping them on the player character.
[0362] Furthermore, for example, such as Figure 9 As shown in B, the item setting unit 105 sets a robot's wrists and legs, or clothes and hats, as props when they are part of the robot's parts or parts, or when they are vehicles such as robots, cars, airplanes, or boats, as props when the player character rides them, thus setting them as props in use.
[0363] Furthermore, for example, such as Figure 10 As shown, the item setting unit 105 sets the item to be in use when the pet or servant (i.e., the cooperating player character) is an item, by setting it to act together with the player character, or when the controller of the player character is an item, by having the player character ride on it.
[0364] In particular, when setting an item as a used item, the item setting unit 105 registers the item ID of the used item in the corresponding player information.
[0365] In addition, when registering item IDs as described above, the game management unit 103 performs game control over each item in use and the player character based on the item information (such as the attributes and functions of the items) stored in the game data storage unit 144.
[0366] On the other hand, in addition to player instructions, the item setting unit 105 can also automatically select items in use, for example, by randomly or programmatically selecting from items prepared by the game administrator and the game system.
[0367] Furthermore, the item setting unit 105 can set one item as a used item on the player character, or it can set multiple items (including those of the same type) as used items on the player character.
[0368] In particular, when the item setting unit 105 sets multiple items on a player character, it can set multiple items on a single player character, or set items on a player character set as a deck, or on multiple player characters forming a group or team.
[0369] For example, as an example of setting multiple items on a player character, the item setting unit 105 can make the player character hold and equip two swords of the same category as items in use.
[0370] Furthermore, when setting items on player characters who are set as card decks, or on multiple player characters who constitute a group or team, it can be that a group of player characters consists of multiple player characters, which may include player characters who do not have items set, or it can be that the same number of items are set on each player character in the group.
[0371] Furthermore, in this embodiment, although items that have already been acquired are set as items that are in use based on choices given by the player, such as selection instructions, they can also be set as items in use as soon as they are acquired.
[0372] Furthermore, the item setting unit 105 can also set a used item as an item if a specified number of the same item are obtained. That is, it can also be set so that a mission cannot be set if a specified number of the same item are not obtained.
[0373] [4.4] Mission Determination Processing
[0374] Next, use Figure 11 and Figure 12 This embodiment explains the mission determination process. Furthermore, Figure 11 and Figure 12 This is a diagram used to illustrate the mission determination process of this embodiment.
[0375] (The basic principles of mission-oriented processing)
[0376] Mission Management Department 106 executes mission confirmation processing, which involves setting and registering in-use items to players, for example... Figure 4 As shown, the mission (in) that stores the item corresponding to the item in use in the game data storage unit 144 is... Figure 4 In [2], there is mission α), which is determined as the mission to be performed by the player character.
[0377] Specifically, the mission management unit 106 performs mission determination processing. When a player sets and registers an item in use, the mission determination processing determines the mission specification information stored in the game data storage unit 144 corresponding to the set item in use. Based on the determined mission specification information, the mission type and mission completion conditions are set, and the mission corresponding to the item in use is determined.
[0378] Furthermore, when determining a mission, the Mission Management Department 106 corresponds to the item ID of the corresponding in-use item, registers the mission information, such as the type of mission and the completion conditions of the mission, in the player information of the corresponding player, and corresponds to the player ID of the corresponding player, the item ID of the in-use item corresponding to the mission, and the character ID of the player character who has the in-use item set, and stores the mission information, including the type of mission and the completion conditions of the mission, in the Mission Information Storage Department 148.
[0379] In particular, Mission Management Department 106 sets the mission completion conditions to be met when using specific in-use items.
[0380] (A1) Use the weapon that is used as a specific item to defeat a specified number of opposing characters;
[0381] (A2) The game continues by using the protective gear that is the specific item in use to fight against a specified number of opposing characters and other player characters (i.e., the game end conditions are not met); or
[0382] (A3) Use items that are used in this specific way to clear specific levels and missions.
[0383] wait.
[0384] Furthermore, Mission Management Department 106 sets the following as a condition for mission completion when the player character completes a mission while equipped with specific in-use items:
[0385] (B1) Achieve the condition of defeating a specified number of opponent characters while the player character is wearing the protective gear that is the item used in this specific application;
[0386] (B2) Use this specific in-use item for a specified period of time or more;
[0387] (B3) Sets the state where the specific in-use item has been equipped for a specified time or more (including the specified time in the game).
[0388] (B4) When the item is equipped as a specific item for use, the specified game level, the specified player character level, or the item level of the specific item for use is upgraded to a specified level or above.
[0389] (B5) Obtain the specific item while equipped with the item that is being used as that specific item; or
[0390] (B6) Pull the gashapon while the item is equipped as the item for that specific use, or perform its paid function (or a mission completed in a part of the game where the item was not originally used).
[0391] On the other hand, when registering mission information, the mission management department 106 determines the prize to be awarded to the player when the mission is completed based on the prize information stored in the game data storage department 144, and registers various information related to the prize (i.e., prize association information) and the corresponding mission information in the mission information storage department 148.
[0392] Specifically, the mission management department 106 retrieves the prize information registered in the game data storage department 144 based on the mission ID contained in the mission specification information used in the mission determination process, determines the prize information that specifies the mission ID as the prize to be issued to the player when the mission is completed, and registers the prize association information on the mission information based on the prize information.
[0393] (Handling of mission determination when using multiple items)
[0394] In this implementation, when the completion condition of a mission is achieved by multiple player characters (whether the same player's objective or different players' objectives) or by multiple in-use items, multiple IDs can be registered as the character ID and item ID.
[0395] Even if the mission management department 106 can set and register mission completion conditions and other mission information corresponding to a single item (specifically, an item ID) or a single player character (specifically, a character ID), it can also set and register mission completion conditions and other mission information corresponding to multiple items (specifically, item IDs) or multiple player characters (specifically, character IDs).
[0396] At this time, the Mission Management Department 106 corresponds to the item ID of the in-use item used to complete the mission. Furthermore, the Mission Management Department 106 registers the character IDs of other player characters who are performing the mission together, the item IDs of the in-use items used by those other player characters, the type of mission, and the mission completion conditions as mission information for each mission in the corresponding player information (in the case of multiple players, it is their respective player information) and the mission information storage unit 148.
[0397] For example, such as Figure 11 As shown, assume that weapon A and item A are set as used items on player character A and player character B, respectively, and player character A and player character B cooperate to complete mission α.
[0398] In this case, Mission Management Department 106 registers the item ID of item A (magic wand) as an in-use item corresponding to player character A's character ID and the item ID of weapon A (rifle) as an in-use item corresponding to player character B's character ID in the player information as mission information, and registers mission α as the mission to be executed.
[0399] Furthermore, when Mission Management Department 106 determines that the conditions for completing Mission α registered in the Mission Information have been met, it registers the prize association information based on Prize A (10 coins, the in-game currency) into the Mission Information in the player information of Player A, who is the recipient of Prize A.
[0400] On the one hand, for example, Figure 12 As shown, assume that weapon B and item A are set as items on player character A, who is the target of player A's operation, and player character A completes mission β.
[0401] In this case, Mission Management Department 106 registers the item IDs of item A (magic wand) and weapon B (sage's sword) as mission information in player A's player information, corresponding to player character A's character ID, and registers mission β as the mission to be executed.
[0402] Furthermore, when Mission Management Department 106 determines that the conditions for completing Mission β registered in the Mission Information have been met, it registers the prize association information based on Prize B (the version upgrade of the appearance and ability of Weapon B / Sage's Sword Super) into the Mission Information in the player information of Player A, who is the winner of Prize B.
[0403] Furthermore, as mentioned above, when a mission is determined by multiple items in use, the mission management department 106 determines different missions based on the combination of items in use (a combination of attributes such as category and item level).
[0404] For example, as items used to complete a mission, Mission Management Department 106 determines the mission to defeat a specified number of opposing characters when using item weapon B and other items weapon A, and determines the mission to defeat a large monster when using item weapon B and other items weapon C.
[0405] Furthermore, the mission management unit 106 can also determine and register mission information in order to notify players that a mission is in progress, a mission is available for execution, or there is an available mission. This information provides the information providing unit 110 with display control information, which is then provided to the corresponding terminal device 20. The display control information is used to change the appearance (shape, color, etc.) of the corresponding player character and the items in use, or to overlay the display indicating that the mission is in progress onto the game image.
[0406] Furthermore, the Mission Management Department 106 can either define missions that limit the time period until the mission is completed (time-limited missions), or define missions outside of defined missions that, within a specified time period, will award special welfare prizes upon completion of the mission.
[0407] On the other hand, when the mission management department 106 has set items on a player character, it can also identify a player (hereinafter referred to as "second player") who has a different given relationship with the player character (hereinafter referred to as "first player character") who operates the set item (hereinafter referred to as "first player"). The mission completed by the player character (hereinafter referred to as "second player character") who is the target of the identified second player is determined as a mission determined by the mission determination process.
[0408] For example, at this time, the mission management department 106 performs mission determination processing, which focuses on players who have a certain relationship with the first player (such as those who can view the first player's information) or who are friends with the first player (such as those who can exchange information, ask for help, or team up in the game), and determines the mission to be completed by the second player character who is the operation target of the second player.
[0409] Furthermore, at this time, the mission management unit 106 registers the mission information for the second player's player information and registers the mission information in the mission information storage unit 148 corresponding to the second player's player ID. However, the mission management unit 106 may also register the mission performed by the second player as mission information in the first player's player information.
[0410] [4.5] Mission Judgment Processing
[0411] Next, the mission determination process of this embodiment will be explained.
[0412] The Mission Management Department 106 performs mission judgment processing, which means that for each player, based on the use of specific items in use, or based on the status of the player character having specific items in use equipped, it determines whether the mission determined by the mission determination process has been completed.
[0413] Specifically, Mission Management Department 106 manages the completion conditions of missions for each player character based on mission information set with corresponding items, and manages the completion status of missions (the type and number of defeated opponent characters when the mission is to defeat an opponent character, or the progress of the corresponding game level when the mission is to pass a specific game level).
[0414] Furthermore, the Mission Management Department 106, in managing the completion status of missions, determines whether the conditions for mission completion have been met.
[0415] Furthermore, as described above, when the mission information of the registered mission is a mission completed by a second player character whose operation target is different from that of the first player character who has set up props and items, the mission management unit 106 determines whether the second player character has completed the mission.
[0416] On the one hand, when the Mission Management Department 106 has multiple items stored for a mission, it determines whether the mission completion conditions are met, including the use of the multiple items stored for that mission.
[0417] In particular, when the Mission Management Department 106 has at least one item in use on multiple player characters, it determines whether the corresponding item in use is being used on each player character. When multiple items in use are set on a player, it determines whether the multiple items in use meet the mission completion conditions while they are set on the corresponding player characters.
[0418] In addition, Mission Management Department 106 can also determine the completion status of missions by changing the prizes issued to players based on the completion status of the missions.
[0419] At this time, Mission Management Department 106, for example, when the mission is to defeat the opponent character and the content and level of the prize are determined based on the number of characters defeated, detects the number of the opponent character defeated and determines the level (for example, more than 10 people is S level (the highest level)).
[0420] Furthermore, for example, when Mission Management Department 106 is conducting a mission that requires passing a special level within 60 seconds and determines the content and level of the prize based on the passing time, it detects the time until passing the level and determines the level (for example, within 30 seconds is level S).
[0421] Furthermore, when the mission management department 106 determines that a mission has been completed in the course of the game, it registers the mission information of the completed mission as "completed". Conversely, when it determines that a mission has not been completed in the course of the game, it registers the mission information of the corresponding mission as "incomplete".
[0422] On the other hand, Mission Management Department 106 can not only determine whether the mission has been completed, but also whether the mission has been executed.
[0423] Specifically, at this time, the mission management department 106 can also set a flag indicating whether the mission can be executed when setting a new mission, register a "not executed" flag until the mission begins to be executed, and register a "executed" flag when the execution of the mission is determined to have begun.
[0424] For example, the Mission Management Department 106 can also register the "Not executed (not completed)" flag in the corresponding mission information when the mission is not executed, register the "Executed (not completed)" flag when the mission has been executed but the conditions for mission completion are not met, and register the "Executed (completed)" flag when the mission has been executed, the conditions for mission completion are met, and the mission has been completed.
[0425] Furthermore, the Mission Management Department 106 can also replace or display information on each flag information at specified time intervals, indicating whether the mission has not been executed, has been executed, has not been completed, or has been completed (i.e., mission completion information).
[0426] For example, suppose the time limit is one week from the start of the mission and the mission is set to defeat a certain number of opponents in a specific level within that week.
[0427] In this situation, Mission Management Department 106 can also
[0428] (A1) When the mission has not been executed and completed and the deadline has expired, register information indicating the meaning of "before the deadline and the mission has not been executed";
[0429] (A2) When a mission has been performed but not completed and is before the deadline, register information indicating the meaning of "before the deadline, mission performed, and mission not completed";
[0430] (A3) When a mission has been executed but not completed by the deadline, register information indicating the meaning of "mission executed and mission not completed after the deadline"; and
[0431] (A4) When the mission is not performed and the time limit has expired, register information indicating the meaning of "mission not performed and mission not completed after the time limit".
[0432] [4.6] Prize Control Processing
[0433] Next, the prize control process of this embodiment will be explained.
[0434] (The basic structure of prize control and processing)
[0435] When the mission judgment process determines that the corresponding mission has been completed according to each player's role (i.e., when it is determined that the corresponding mission completion conditions are met), the prize control unit 107 performs prize control processing to issue the given prize to the corresponding player (i.e., terminal device 20).
[0436] Specifically, prize control unit 107, as described above, distributes prizes...
[0437] (A1) Prizes that become advantageous due to changes in parameters that change as the game progresses;
[0438] (A2) Prizes with easily obtainable items;
[0439] (A3) Prizes that make the opponent's character weaker or stronger;
[0440] (A4) Prizes that make a task easier or more difficult;
[0441] (A5) Prizes where the odds of winning from gashapon (gacha) become more favorable to players;
[0442] (A6) Prizes that reduce the parameters consumed in the game;
[0443] (A7) Prizes that allow for changes to the appearance (i.e., looks), abilities, attributes, quantity, value, or restrictions of items in use.
[0444] (A8) The distribution of props, items, player characters, or prizes with parameters such as in-game currency, points, and stamina;
[0445] (A9) Awarding trophies, medals, and titles; and
[0446] (A10) Prizes that change the appearance, abilities, and attributes of a player character.
[0447] Prizes that become beneficial to players and player characters in the game, or prizes that fulfill their desires.
[0448] Furthermore, the prize control department 107 prefers to distribute prizes such as (A7) related to the items used in the game that have been completed as prizes to the players.
[0449] At this time, the prize control department 107 distributed prizes.
[0450] (B1) Changes the appearance of items in use;
[0451] (B2) Change the parameters of items in use, such as those specifying rarity, level, and ability;
[0452] (B3) Change the value of items in use when they are no longer owned (the value when trading and the material value when combining with other items, etc.);
[0453] (B4) Increase the number of items in use;
[0454] (B5) Remove, extend, add or expand the usage restrictions (such as usage time, maximum value or number of uses) specified on the items in use;
[0455] (B6) Regarding gacha and game progression, improve the ease of obtaining the currently used item or related items (such as enhancement materials or higher-level compatible items) through paid services, virtual shops (in-game shops), etc.; or
[0456] (B7) Disables the visibility of items in use (not set to be visible) until prizes are awarded. Items in use will not be visible when they are mounted on the player character.
[0457] Prizes, etc.
[0458] Furthermore, when changing the appearance of a player character or item, the prize control unit 107 can also freely change the appearance of the prizes issued according to the player's instructions.
[0459] Furthermore, the prize control department 107 can also issue prizes related to the mission, such as mission attributes. For example, if the mission is to obtain the Flame Temple item called Flame Soul, the prize control department 107 can also change the corresponding player character's attribute to fire as a prize when the mission completion conditions of the Flame Temple are met.
[0460] On the one hand, the prize control unit 107 can also encourage player characters to use items. In order to increase the motivation for players to use items, items are set as items in use on the player character, and when the mission corresponding to the set item in use has been completed by the player character, a prize is given to the corresponding player.
[0461] In other words, rewards can also be awarded when a player character who has set up an item in use completes the mission corresponding to that item.
[0462] Furthermore, at this time, when the Mission Management Department 106 determines that, for example, the mission is completed not only as a result of the player character's in-game actions (movement, combat and battles, use of items, acquisition of parameters such as points and experience points), but also as a result of the player character's actions (including completion as a team when in a party with multiple player characters), the Prize Control Department 107 determines the prize to be awarded to the corresponding player based on the prize information stored in the Mission Information Storage Department 148 corresponding to the completed mission information, and issues the determined prize to the player.
[0463] Furthermore, at this time, the prize control unit 107 performs the following control on the player character who has set up the item in use: even if a player character different from the player character who set up the item in use completes the mission corresponding to the item in use, no prize will be awarded.
[0464] Furthermore, the prize control department 107 may issue prizes upon completion of the mission, based on the player's wishes, or on the premise of expenditures and payments based on in-game currency and points (including stamina parameters, etc.) (provided that the mission has such specifications and is registered in the mission information), or may issue prizes with a set usage time (again, provided that the mission has such specifications and is registered in the mission information).
[0465] On the other hand, the prize control department 107 generally awards prizes to players whose character has completed the mission, but it may also award prizes to players who are different from these players.
[0466] For example, if the prize control unit 107 pre-sets the player who has completed the mission to give prizes to other players and the mission is completed, or if the player who will give the prize is determined by gacha when giving the prize, then the prize will be given to a different player than the player who has completed the mission.
[0467] (Mission based on multiple props and items)
[0468] When the prize control unit 107 stores multiple items for a mission, during the mission judgment process, if a player character has multiple items set and completes the mission using these items, the prize to be awarded to the player is determined, and the determined prize is awarded to the corresponding player.
[0469] This includes setting at least one item on multiple player characters (including player characters that also have different items than the multiple player characters) and setting multiple items on a single player.
[0470] In particular, in this case, when at least one item in use is set on multiple player characters, the prize control unit 107 determines that each player character with the item in use has the mission completion conditions, and then distributes the determined prize to the player as described above, when the player character with the item in use meets the mission completion conditions.
[0471] When the prize control unit 107 is executing a prescribed game, which uses a deck with multiple player characters, or when multiple player characters team up to execute a prescribed game, it sets multiple items as items in use on multiple player characters respectively, and when the mission is completed using the multiple items set, it determines the prize as shown above and distributes the determined prize to the corresponding player.
[0472] In addition, the prize control unit 107 can also determine the prizes to be awarded to the player based on the combination of multiple items in use stored corresponding to the completed mission.
[0473] For example, if the player character has item A and item B set when the mission is completed, then prize A is awarded; if the player character has item A and item C set when the mission is completed, then prize C is awarded.
[0474] In this situation, the prize control department 107 will award prize A to the corresponding player if it determines that the mission has been completed and that items A and B have been used. If it determines that the mission has been completed and that items A and C have been used, prize B will be awarded to the corresponding player.
[0475] (Reward control based on mission completion)
[0476] Since the prize control department 107 increases the player's motivation to complete the mission by setting the prize content to be more favorable to the player and more satisfying of the player's desire to obtain the mission, the prizes to be issued to the player can also be determined by the mission management department 106 based on the mission completion status.
[0477] In principle, the Prize Control Department 107 determines that the completion of the mission is a better outcome for the player in the game, and therefore decides to award prizes that bring beneficial effects to the player in the game or satisfy the player's desire for achievement. However, the Prize Control Department 107 may also determine that the completion of the mission is a better (or worse) outcome for the player in the game, and therefore decide to award prizes that bring detrimental effects to the player in the game.
[0478] Specifically, the prize control unit 107 has the following configuration:
[0479] (C1) The more opponent characters you defeat, the higher the level of the opponent characters you defeat, or the shorter the time it takes to defeat a specific opponent character, the better the prize will be for the player.
[0480] (C2) The mission is to change the prize content to bring better results to the player as the more game levels are cleared, the higher the level of the game level, or the shorter the time to clear the level.
[0481] For example, when the mission is completed at the highest level (when the level determined by the mission judgment process is the highest level), the prize control department 107 may issue a prize that sets the ability of the items used in the mission to the highest level, or issue a lottery ticket for a gacha machine that can obtain rare items as a prize.
[0482] Furthermore, in the prize control unit 107, the relationship between the completion status and the prize content can be such that the prize content changes in real time based on the completion status, making it more or less advantageous for the player, or the change ratio can vary (including curvilinear changes of an nth-order function and intermittent changes).
[0483] [4.7] Information processing related to display control
[0484] Next, the information provisioning process related to the display control of this embodiment will be explained.
[0485] The information providing unit 110 provides the terminal device 20 with the following information at a given time, such as at the start of the game, during the game, or at the end of the game, along with various game information related to game control and display: information related to items obtained by the player character for each player's operation objective or items containing set items, information related to the mission corresponding to the item (including various information when the mission is completed), and information related to prizes, etc., as display control information for displaying on the corresponding terminal device 20 on an image related to the running game.
[0486] Specifically, the information providing unit 110, as given a timing...
[0487] (A1) The timer for the item has been obtained;
[0488] (A2) Set the item to a timer for use;
[0489] (A3) Mission-related timeframes, such as before the mission begins, during the mission, or when the mission is completed;
[0490] (A4) The timed period for removing items corresponding to the mission from the used items;
[0491] (A5) The timed period during which the items you currently own (when sold, combined with other items, discarded, or transferred to other players, etc.) corresponding to the mission are in a non-ownership state;
[0492] (A6) For items that are obtained by the player and for which the mission is not completed, the timer is not set on the player character after a given period of time;
[0493] (A7) A timer indicating that the frequency and number of times a prop or item is used are lower than the pre-assumed frequency and number of times.
[0494] At a given time interval, information related to the mission stored corresponding to the props and items, information related to the prizes that can be obtained through the mission, or both, are provided to the corresponding terminal device 20 as display control information.
[0495] Furthermore, as described above, the information providing unit 110 may also provide the corresponding terminal device 20 with information for changing the display status and notification status according to the aforementioned specified time period, usage frequency, or usage frequency as display control information when: items for unfinished missions are not set on the player character within a specified time period; missions are not set on the player character within a specified time period; the player character does not perform missions within a specified time period; the player character fails to complete missions within a specified time period; unfinished items are not set on the player character within a specified time period; or the usage frequency and number of times of items are lower than the predetermined frequency and number of times.
[0496] On the one hand, the information provision department 110, as a mission-related display, for example, will...
[0497] (B1) Mission details (the type of mission, the type and number of enemy characters to be defeated, or descriptions of levels and specific items to be obtained, etc.);
[0498] (B2) It sets out the mission and the prizes awarded for completing it;
[0499] (B3) Conditions for the completion of the mission;
[0500] (B4) Items and props corresponding to the mission;
[0501] (B5) Items and props owned by the player corresponding to the mission;
[0502] (B6) The usage status of the props and items set;
[0503] (B7) The completion status (completed or incomplete) of each mission for the player character's owned or used items; and
[0504] (B8) Details of prizes already awarded and prizes available to be won next.
[0505] Information related to the mission is provided to the corresponding terminal device 20 as game information.
[0506] Furthermore, when there are items whose missions have not been completed (items that are currently owned or in use), the information providing unit 110 provides the corresponding terminal device 20 with information such as the item's category and characteristics, usage method, or usage history to date, which is used to control the display related to the item, as game information.
[0507] In particular, the information providing unit 110 generates display control information on the terminal device 20 for performing a list-style display, for example, based on the items the player is using or owning, and provides the generated display control information to the player's terminal device 20 as game information.
[0508] Furthermore, in this case, the information providing unit 110 may also generate mission-related information, prize-related information, or display control information for displaying both when selecting an item from the list of displayed items (including when the cursor is overlaid on the display position of the item), and provide it to the corresponding terminal device 20.
[0509] At this time, when one or more items are set on the player character and the display of given information related to the player character is specified, the information providing unit 110 can also generate display control information for displaying a list of the items in use set on the player character, and provide the generated display control information to the corresponding terminal device 20.
[0510] Furthermore, in this case, when displaying a list of items in use, display control information can also be generated that only shows the item names and images of items in use.
[0511] Furthermore, the information providing unit 110 may not perform the above-mentioned overview display of items in use, but instead, for example, when a weapon is set on a player character as an item in use, it may visualize the player character equipped with the weapon, generate display control information that visualizes the player character equipped with the item in 3D or 2D, and provide the generated display control information to the corresponding terminal device 20.
[0512] On the other hand, when the information providing unit 110 displays information related to multiple props and items, it generates display control information, which is used to distinguish between props and items whose missions have been completed and props and items whose missions have not been completed, and provides the generated display control information to the corresponding terminal device 20.
[0513] Furthermore, the information provision unit 110 can distinguish between items that have completed missions and items that have not completed missions. This can be added as a function when displaying an overview of items, or as a function when items are set on items in use, and as a function when they are in use (e.g., at the start of battle and at the start of a level) and during use (e.g., during level walkthrough and during battle). It can also be added as a function when items in use are deactivated or reset.
[0514] In addition, the information providing unit 110 can also generate display control information, which is used to display various images, charts, texts, voices and effects of props and items, and provides the generated display control information to the corresponding terminal device 20.
[0515] Furthermore, when displaying the completion status of missions, the information providing unit 110 may not only display the incomplete and completed missions according to the missions set on the player character, but also generate display control information for displaying the incomplete and completed missions, and provide the generated display control information to the corresponding terminal device 20.
[0516] In particular, in this case, the information providing unit 110 can also generate various display control information based on the flag information registered in the mission information as described above and the mission completion information registered along with it.
[0517] For example, similar to the content recorded in the mission judgment process, such as assuming a time limit of one week, and setting a mission to defeat a specified number of opponents in a specific level within that week.
[0518] In this case, the mission management department 106 generates display control information based on the flag information and mission completion status information of each mission registered in the corresponding mission information. This display control information is used for...
[0519] (C1) When the mission is completed, display "Mission Complete";
[0520] (C2) If the mission is not executed and not completed and the time limit expires, display "Although it is still within a week, the specific level has not been played yet, and it is not completed";
[0521] (C3) When the mission has been completed but not yet finished and the time limit has expired, display the message "Although there is still less than a week left, I am playing a specific level, but it has not yet been completed";
[0522] (C4) When the time limit expires after the mission has been completed but not finished, display the message "Although I played the specific level, I did not complete the mission. A week has passed, so it is not completed";
[0523] (C5) If the mission is not completed and the time limit has expired, the system will display the message "The mission is not completed because the specific level has not been played and a week has passed".
[0524] In addition, the mission management department 106 can generate display control information for displaying "mission in progress" or "challenge in progress" when the mission has been executed but not completed and before the deadline, or generate display control information for displaying "completed" when the mission has been completed, or generate display control information for displaying "not executed" when the mission has not been executed.
[0525] [4.8] Other
[0526] Next, use Figures 13-15 Explain variations of mission-defined processing or information provision processing. Furthermore, Figure 13 and Figure 14 This is a diagram illustrating a modified example of the mission determination process in this embodiment. Figure 15 This is a diagram used to illustrate a variation of the information provision processing of this embodiment.
[0527] (Variation 1 of mission-defined processing)
[0528] The Mission Management Department 106 may also determine the mission corresponding to the in-use item as the mission to be performed by the player character when the in-use item is set on the player and registered. However, it may also determine the mission to be performed by the player character based on the relationship between the in-use item and the player character that set the in-use item.
[0529] Even if the Mission Management Department 106 sets the same item on different player characters, it can determine different missions.
[0530] Specifically, at this time, the game data storage unit 144 stores the mission specification information of each mission according to the combination of the ID of each item and the ID of the player character.
[0531] Furthermore, Mission Management Department 106 determines the mission based on the combination of the attributes of each item and the attributes of the player character during the mission determination process.
[0532] For example, such as Figure 13 As shown, when the mission management department 106 sets weapon A (rifle) as a used item on player character A, it determines mission A to defeat the opponent. Similarly, when weapon A is set as a used item on player character B, it determines mission B to find the specific item, the crown.
[0533] (A variation of mission-defined processing 2)
[0534] Even if the same item is set on the same player character, Mission Management Department 106 can determine missions with changes in difficulty and number of stages by determining the same mission based on the combination of the item and the player character's attributes (level, held items or abilities, etc.).
[0535] In this case, the game data storage unit 14 stores mission specification information for each mission according to each item, and a portion of the stored mission specification information for each mission stores different content, specifications, or both, according to the attributes of each player character.
[0536] In this case, the game data storage unit 144 stores mission specification information for each mission according to the category of each item, and a portion of the stored mission specification information is stored differently according to the attributes of each player character.
[0537] For example, such as Figure 14 As shown, Mission Management Department 106, with Weapon A (rifle) set as an item on player character A and its level set to "1", determines Mission A as defeating 60 opponent characters in 3 stages. On the other hand, with player character A's level set to "10", Mission Management Department 106 determines Mission A as defeating 100 opponent characters in 5 stages (stages 1-3 of which are the same stages as for player character level 1).
[0538] (Other variations of mission-specific processing)
[0539] In the above-described variation 1 of the mission determination process, it is also possible that different missions are determined not based on the player character category, but even when the player character categories are different, the same mission is determined, but part of the mission specification information is different in content, specification, or both depending on the player character category.
[0540] In this case, instead of using the attributes of the player character in Variation 2 of the mission determination process, a portion of the mission specification information for each mission, stored according to the player character's category, is stored in the game data storage unit 144.
[0541] Furthermore, in the above-mentioned variation 2 of the mission determination process, it is also possible to determine different missions based on the attributes of the player character, rather than determining the content, specifications, or different aspects of the mission based on the attributes of the player character.
[0542] In this case, instead of using the player character category of Variation 1 for mission determination processing, the mission specification information of each mission is stored in the game data storage unit 144 according to the attributes of the player character.
[0543] For example, in this case, Mission Management Department 106 could also change the mission itself, such as setting the mission to defeat the opponent when the character is at level 1, and setting the mission to escape from the opponent within a specified time period when the character is at level 2. However, in this example, the level structure and the opponent characters that appear can be the same or different.
[0544] (Mission determination process based on compatibility parameters)
[0545] Mission Management Department 106 can also replace the above-described variant or add the following to the above-described variant: manage compatibility parameters used to determine the compatibility between player characters and items, which can determine different missions based on the compatibility parameters, or determine missions with a modified part of the specifications.
[0546] For example, Mission Management Department 106 quantifies the compatibility between player character categories and item categories based on usage frequency, number of uses, number of defeated opponent characters, and number of levels cleared.
[0547] Furthermore, the Mission Management Department 106 can also parameterize the attributes used to determine the compatibility between player characters and items (hereinafter referred to as "compatibility attributes", such as the attributes of fire, water and earth, or the number and frequency of their combined use, etc.). While managing the parameter values, the Mission Management Department 106 changes the darkness and number of stages (the prize in the next game) of the determined mission based on the parameter values.
[0548] (A variation of information provision and processing)
[0549] When information for displaying mission-related information on the corresponding terminal device 20 is provided to the terminal device 20 at a given time, and at least one item corresponds to multiple missions, the information providing unit 110 generates information for execution as game information (display control information), and provides the generated game information to the corresponding terminal device 20. The information for execution is for displaying the item, and the display related to multiple missions is executed in association with the display of a single item.
[0550] For example, suppose a player has two items A. In order to display a list of the player's items, the two items A are displayed separately.
[0551] In this case, when a player has multiple items, even multiple identical items, and even if they are of the same category, only the specified number of items will be displayed.
[0552] For example, if item A corresponds to a mission A, as mentioned above, when a player has two items A and the items are displayed in a list, item A is displayed as two items. Furthermore, when mission A is associated with item A, information related to mission A is displayed for each item A separately, thus making the item list display more complicated.
[0553] That is, it is assumed that when displaying executable mission information and missions according to each item, the display of missions associated with each item becomes complicated.
[0554] Therefore, in this variation, when there are multiple missions associated with at least one item, the display of multiple missions associated with the single item is executed as a display related to that item, thereby eliminating display complexity, improving the player's recognition of mission-related information, and notifying the player of important information without omission.
[0555] In this variant, in the case of the above example with two items A, only one item A is displayed in the overview display, and two missions A, i.e. mission information corresponding to item A, are displayed on item A, so that mission A can be executed twice.
[0556] Therefore, in this variation, players can easily confirm the display of mission information for repeated items, effectively utilize screen space, and improve the visibility of items.
[0557] Furthermore, consider the following scenarios: weapon A's mission can be executed once, item A's mission can be executed twice, item B's mission can be executed twice, and weapon B's mission can be executed four times.
[0558] In this case, such as Figure 15 As shown, the information providing unit 110 generates display control information, which is used to display one of each prop item and to display the number of times the corresponding mission is executed in association with each prop item. The generated display control information is provided to the corresponding terminal device 20.
[0559] [5] Operation of this embodiment
[0560] Next, use Figure 16 This describes the prize distribution-related actions (including mission determination processing, mission judgment processing, and determination control processing) performed by the server device 10 based on this embodiment in the item setting process.
[0561] also, Figure 16 This is a flowchart illustrating the prize distribution-related actions (including mission determination processing, mission judgment processing, and determination control processing) performed by the server device 10 based on this embodiment during the item setting process.
[0562] In this operation, the game data storage unit 144 is set to store item information and mission specification information, and player information, mission specification information, mission information and prize information are already stored. The item setting unit 105 and mission management unit 106 perform the registration and management of this information.
[0563] Furthermore, in this action, the game is set to have started and various game processes are being executed. Taking the action of using a mid-level item from the items obtained by the player's selection (i.e., the mid-level item they possess) as an example, this will be explained.
[0564] Furthermore, in this action, when the mission determination process determines the mission, a timer is set to eliminate the determined mission (i.e., a time limit for the mission to be completed is set, and its end timer is set).
[0565] First, when the communication control unit 101 receives a setting instruction for a specific player character's items sent from the terminal device 20 (step S101), the item setting unit 105 generates data in the information providing unit 110. This data is a list of the owned items and a list of items with the item IDs of the owned items. The generated list data is provided to the corresponding terminal device 20 (step S102).
[0566] Next, when the communication control unit 101 receives the item ID from the list data provided to the terminal device 20 (step S103), the item setting unit 105 sets the owned item determined by the received item ID as the used item on a specific player and performs the item setting process registered to the corresponding player information (step S104).
[0567] Next, the mission management unit 106 refers to the mission specification information stored in the game data storage unit 144 based on the received item ID, and performs mission determination processing (step S105) to determine the mission corresponding to the item in use.
[0568] Next, the mission management unit 106 generates mission information related to the determined mission based on the referenced mission specification information and registers it in the player information and mission information storage unit 148 (step S106).
[0569] In addition, the Mission Management Department 106 sets the end time of the determined mission at this time.
[0570] Next, the Mission Management Department 106 performs a mission judgment process (step S107) to determine whether the mission corresponding to the item in use set on the player character has been completed.
[0571] At this time, when the mission management department 106 determines that the mission corresponding to the item in use has not been completed, it determines whether it is the end timer of the mission (step S108). If it is determined that it is the end timer, the action ends. If it is determined that it is not the end timer, the process returns to step S107.
[0572] On the other hand, when the mission management unit 106 determines that the mission corresponding to the item in use has been completed, the prize control unit 107 reads the prize information stored in the mission information storage unit 148 corresponding to the mission (step S109).
[0573] Finally, the prize control unit 107 determines the prizes for which the prize information has been read, generates prize items including those used in the mission, and distributes specific prizes to the corresponding players (step S110) to end this action.
[0574] [6] Other
[0575] In this embodiment, either a single server device 10 can provide each game to the terminal device 20, or multiple server devices 10 can work together to form a server system to provide each game to the terminal device 20.
[0576] Furthermore, although in this embodiment the game provided by the server device 10 is executed by the terminal device 20, in addition to operation input, the server device 10 can also implement the various functions of the processing unit 200 of the terminal device 20 and the execution of the game program. The terminal device 20 performs operation input and streaming media image display, thereby realizing the game.
[0577] Furthermore, in this embodiment, it can also be implemented by a single game device that has the function of server device 10, that is, a device (standalone) that operates independently without relying on other devices such as server device.
[0578] For example, such a gaming device is configured to perform
[0579] (A1) Receiver / Processor: It receives player's operation instructions;
[0580] (A2) Game control processing, which advances the game using the player character whose operation target is used based on the received operation instructions from the player;
[0581] (A3) Management and processing, which is a storage department that manages and stores the various items used by the player character in the game and the missions to be completed in the game.
[0582] (A4) Item setting processing, which, based on a given selection, sets the item corresponding to the player character from a pool of multiple items; and
[0583] (A5) Prize control processing, which sets up items on the player character and completes the mission of mapping the player character to the items, and then issues the given prize to the player.
[0584] Furthermore, such a gaming device has a structure that allows the display unit to show various game information, including prizes.
[0585] Furthermore, in the case of multiple players, this can also be implemented on multiple input terminal devices. Moreover, multiple such game devices can be connected via wired or wireless connections, with one game device functioning as server device 10, and multiple game devices performing the functionality.
[0586] Furthermore, in this embodiment, the game system of the present invention is applicable to a server device 10 that is linked with a terminal device 20 via a network, but it can also be applied to a game device installed as a tablet computer, a personal computer, or in an amusement park.
[0587] This invention is not limited to the embodiments described above, and various modifications are possible. For example, terms used in the specification or drawings as broad and synonymous terms may be replaced with broad and synonymous terms in other descriptions in the specification or drawings.
[0588] This embodiment uses a battle game for illustration, but it can also be used in other games such as RPGs or simulation games.
[0589] This invention includes structures described in the embodiments and substantially the same structures (e.g., structures with the same function, method, and result, or structures with the same purpose and effect). Furthermore, this invention includes structures that replace non-essential parts of the structures described in the embodiments. Furthermore, this invention includes structures that have the same effect as the structures described in the embodiments, or structures that can achieve the same purpose. Furthermore, this invention includes structures incorporating known techniques into the structures described in the embodiments.
[0590] As described above in detail, embodiments of the present invention can be made in many ways without departing from the novel features and effects of the present invention. Therefore, such modifications are also included within the scope of the present invention.
[0591] Explanation of reference numerals in the attached figures
[0592] 10. Server device; 20. Terminal device
[0593] 100. Processing Unit; 101. Communication Control Unit
[0594] 102. Web Processing Department; 103. Game Management Department
[0595] 104. Player Management Department 105. Item Setting Department
[0596] 106. Mission Management Department 107. Prize Control Department
[0597] 110. Timer Management Department; 111. Information Provision Department
[0598] 120. Input unit 130. Display unit
[0599] 140. Storage Unit; 142. Main Storage Unit
[0600] 144. Game Data Storage Department 146. Player Information Storage Department
[0601] 148. Mission Information Storage Department; 180. Information Storage Medium
[0602] 196. Communications Department; 200. Processing Department
[0603] 210. Communications Control Department; 211. Web Browser
[0604] 212. Game Processing Department; 213. Display Control Department
[0605] 220. Drawing Department; 230. Sound Processing Department
[0606] 260. Input Department; 262. Detection Department
[0607] 270. Storage Unit 271. Main Storage Unit
[0608] 272. Image buffer; 280. Information storage medium
[0609] 290. Display unit; 292. Sound output unit
[0610] 296. Ministry of Communications.
Claims
1. A server system for providing games to terminal devices connected via a network, characterized in that, The server system has: A receiving and processing device that receives the player's operation instructions through the terminal device; A game control device that, based on received input from the player, uses the player character whose input targets are used to advance the game; A management device that manages a storage device, the storage device storing multiple props and items used in the game and corresponding missions to be completed in the game; An item setting device that, based on a given selection, sets the item corresponding to the player character from a plurality of items; A prize control device that issues a given prize to the player when the player character has the item set on them and completes the mission corresponding to the item. A providing device that provides game information related to the game, including information related to the prizes awarded, to a terminal device.
2. The server system according to claim 1, characterized in that: The prize control device will distribute the prize associated with the item corresponding to the completed mission to the player as the prize.
3. The server system according to claim 1 or 2, characterized in that: When the player character has the item set on them and completes the mission corresponding to the item, the prize control device issues the prize.
4. The server system according to claim 1, characterized in that: One mission corresponds to multiple items, which are stored in the storage device. When the player character has set the multiple items and completes the mission using the set multiple items, the prize control device issues the prize.
5. The server system according to claim 4, characterized in that: The game control device controls the progression of the game through multiple player characters. When the multiple props are respectively set on the multiple player characters and the mission is completed using the multiple props set, the prize control device issues the prize.
6. The server system according to claim 4 or 5, characterized in that: It also has a decision-making device that determines the prize to be awarded to the player based on a combination of multiple items stored corresponding to the completed mission.
7. The server system according to claim 1, characterized in that, It also has: A judgment device that determines the completion status of the mission; The determining device decides the prize to be awarded to the player based on the completion status of the mission as determined by the judging device.
8. The server system according to claim 7, characterized in that: The more the completion of the mission is judged to be a better outcome for the player in the game, the more likely the decision-making device is to award the prize that brings the player a favorable effect in the game or a greater sense of satisfaction.
9. The server system according to claim 1, characterized in that: At a given time interval, the providing device provides information related to the mission for display on the corresponding terminal device as game information to the terminal device.
10. The server system according to claim 9, characterized in that: When there are items or props for which the mission has not been completed, the providing device will control the displayed information related to those items and provide it to the corresponding terminal device as game information.
11. The server system according to claim 9, characterized in that: The providing device provides information for execution as game information when, at a given time, it provides information for displaying mission-related information on the corresponding terminal device and when there are multiple missions corresponding to at least one item, or when the item is repeated. The information for execution is information for executing multiple mission-related displays in association with the display of a single item as a display related to that item.
12. The server system according to claim 1, characterized in that: It also has a determining device that determines the mission to be completed in the game based on the relationship between the player character who has set the prop and the prop.
13. A method for providing a game to a terminal device connected via a network, characterized in that, The game provides the following methods: Perform the processing of the player's operation instructions received through the terminal device; Execute the process based on the received player's action instructions, and use the player character whose action target is used to advance the game; A management storage device that stores multiple items used in the game and corresponding missions to be completed in the game; Based on a given choice, select the item corresponding to the player character from a plurality of items; When the player character has the item set and completes the mission corresponding to the item, a given reward is given to the player. as well as Provide the terminal device with game information related to the game, including information related to the prizes awarded.
14. A game system, characterized in that, have: A receiving and processing device that receives player input instructions; A game control device that, based on received operation instructions from the player, advances the game using a player character whose operation target is used; A management device that manages a storage device, the storage device storing multiple props and items used in the game and corresponding missions to be completed in the game; An item setting device that, based on a given selection, sets the item corresponding to the player character from a plurality of items; A prize control device that issues a given prize to a player when the player character has the item set on them and completes the mission corresponding to the item.
Citation Information
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