Game program, recording medium, game device, game system, and game processing method
By allowing players to exchange items and generate copy objects in the game programs and systems in the virtual space, the complex problem of item exchange is solved, the fun of the game is improved, and players are motivated through evaluation and reward mechanisms, simplifying the process of item acquisition and utilization.
Patent Information
- Application Number
- CN202410768434.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2023-06-14
- Filing Date
- 2024-06-14
- Publication Date
- 2024-12-17
AI Technical Summary
The complex exchange of items in existing games makes it difficult for players to obtain and utilize items, reducing the fun of the game.
A game program and system are designed to allow players to exchange items in a virtual space, use evaluation information to generate item copy, and incentivize players through a reward mechanism to simplify the process of obtaining and utilizing items.
It realizes easy access and utilization of items, improves the fun of the game, and encourages players through evaluation and reward mechanisms, enhancing the game experience.
Smart Images

Figure CN119139702A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a recording medium, a game device, a game system and a game processing method. Background Art
[0002] Previous games have enabled the exchange of mutually owned items between multiple objects (e.g., Patent Document 1). The invention described in Patent Document 1 discloses an exchange method for exchanging usable virtual items between virtual users in a virtual space. However, such an exchange method can complicate the acquisition and use of items by players. As a result, the original fun of the game that allows the acquisition and use of items may be reduced.
[0003] Therefore, a new game that can easily obtain and utilize items is required.
[0004] Prior art literature
[0005] Patent Literature
[0006] Patent Document 1: Japanese Patent Publication No. 2014-90905 Summary of the invention
[0007] Problem that the invention aims to solve
[0008] An object of the present invention is to provide a game program, a recording medium, a game device, a game system, and a game processing method for a game that can easily acquire and utilize items.
[0009] Means of solving the problem
[0010] Such an object is achieved by the present invention described below (1) to (13).
[0011] (1) A game program for a game in which objects having prescribed items move within a game space, causing a computer to:
[0012] a game control unit that processes the game;
[0013] a display control unit that controls display of a scene including at least one of the object and the prescribed item in the game space;
[0014] a specific unit that specifies any one of the object and the specified item in the scene; and
[0015] an evaluation generating unit that evaluates the specified object or the specified article and generates evaluation information, wherein
[0016] The evaluation information includes first information and second information different from the first information and indicating properties of the object and the article.
[0017] (2) The game program according to (1) above, wherein the display control unit performs control to display the evaluation information.
[0018] (3) The game program according to (1) above, wherein the first information is a symbol constituting a hash tag.
[0019] (4) The game program according to (1) above, wherein the evaluation generation unit automatically evaluates the specified object or the item based on a plurality of evaluation criteria stored in advance.
[0020] (5) The game program according to (1) above, wherein the evaluation generating unit evaluates the specified object or the item by comparing the specified object or the item with the object or the item specified before.
[0021] (6) The game program according to (1) above, further causing the computer to function as a photographing unit that photographs the scene of the game space.
[0022] (7) The game program according to (1) above, wherein the scene is a scene in which the object of the target is displayed.
[0023] (8) The game program according to (1) above, wherein the item is a combination item including a plurality of sub-items.
[0024] (9) The game program according to (8) above, wherein the matching item is provided by an object other than the object.
[0025] (10) A recording medium that is a computer-readable recording medium that records the game program according to any one of (1) to (9) above.
[0026] (11) A game device having a processing unit for processing a game in which an object having a predetermined object moves within a game space,
[0027] The processing unit comprises:
[0028] a game control unit that processes the game;
[0029] a display control unit that controls display of a scene including at least one of the object and the predetermined item in the game space;
[0030] a specifying unit that specifies any one of the object and the prescribed item in the scene; and
[0031] an evaluation generating unit that evaluates the specified object or the specified article and generates evaluation information, wherein
[0032] The evaluation information includes first information and second information different from the first information and indicating properties of the object and the article.
[0033] (12) A game system comprising: a plurality of game devices each having a processing unit that processes a game in which an object having a predetermined object moves within a game space; and a server that can communicate with each of the plurality of game devices.
[0034] The processing unit comprises:
[0035] a game control unit that processes the game;
[0036] a display control unit that controls display of a scene including at least one of the object and the predetermined item in the game space;
[0037] a specifying unit that specifies any one of the object and the prescribed item in the scene; and
[0038] an evaluation generating unit that evaluates the specified object or the specified article and generates evaluation information, wherein
[0039] The evaluation information includes first information and second information different from the first information and indicating properties of the object and the article.
[0040] (13) A game processing method executed by the game system described in (12) above includes the following steps:
[0041] processing said game;
[0042] controlling display of a scene including at least one of the object and the specified item in the game space;
[0043] specifying any one of the object and the specified item in the scene; and
[0044] evaluating the specified object or the specified item and generating evaluation information, wherein
[0045] The evaluation information includes first information and second information different from the first information and indicating properties of the object and the article.
[0046] In addition, such an object is achieved by the present invention described below (1) to (15).
[0047] (1) A game program for a game having a function of enabling an item to be supplied between a plurality of objects including a first object corresponding to a first player and a second object other than the first object in a virtual space, the game program causing a computer to function as:
[0048] a display control unit that controls display of the plurality of objects in the virtual space;
[0049] a game control unit that processes the game;
[0050] an information providing unit that provides first evaluation information from the first object to the item of the second object; and
[0051] A replica providing unit generates a replica of the article of the second object based on the first evaluation information, and provides the replica to the first object.
[0052] (2) The game program according to (1) above, wherein the replica providing unit holds the item in the second object.
[0053] (3) The game program according to (1) above, wherein the second object corresponds to a second player different from the first player, and the game program further causes the computer to function as:
[0054] An information acquisition unit that acquires second evaluation information of the article of the first object by the second object; and
[0055] A reward granting unit grants a reward to the first object based on the second evaluation information providing the second object with a replica of the article of the first object.
[0056] (4) The game program according to (3) above, wherein the reward giving unit further gives the reward to the first object each time the replica of the item of the first object is generated and provided to the plurality of objects.
[0057] (5) The game program according to (4) above, wherein the plurality of objects include an end object different from the first object and the second object and an upstream object immediately before the end object,
[0058] The information acquisition unit acquires the terminal evaluation information of the replica that the terminal object has for the upstream object, and
[0059] The reward granting unit further grants the reward to the first object based on the terminal evaluation information.
[0060] (6) The game program according to (5) above, wherein the upstream object is the second object.
[0061] (7) The game program according to (5) above, wherein the reward giving unit gives the reward to the first object based on a situation in which the reward is given to an object between the first object and the end object.
[0062] (8) The game program according to (7) above, wherein the reward of the first object is different from the reward of the object.
[0063] (9) The game program according to (5) above further causes the computer to function as a storage unit that stores object association information, the object association information being structured in a tree form in the order of the first object, the second object, and the terminal object.
[0064] (10) The game program according to (9) above, wherein the items include existing items pre-stored in the storage unit and virtual items prepared by the first player,
[0065] The reward granting unit grants a higher reward when the virtual item is provided than when the existing item is provided.
[0066] (11) The game program according to (1) above, further causing the computer to function as a storage unit that stores the following information:
[0067] object information about the first object and item information about the item possessed by the first object; and
[0068] object information about the second object and item information about the item possessed by the second object.
[0069] (12) A recording medium that is a computer-readable recording medium that records the game program according to any one of (1) to (11) above.
[0070] (13) A game device having a processing unit for processing a game, wherein the game has a function of enabling an item to be supplied between a plurality of objects including a first object corresponding to a first player and a second object other than the first object in a virtual space,
[0071] The processing unit comprises:
[0072] a display control unit that controls display of the plurality of objects in the virtual space;
[0073] a game control unit that processes the game;
[0074] an information providing unit that provides first evaluation information from the first object to the article of the second object; and
[0075] A replica providing unit generates a replica of the article of the second object based on the first evaluation information, and provides the replica to the first object.
[0076] (14) A game system comprising: a plurality of game devices having a processing unit for processing a game having a function of enabling an item to be supplied between a plurality of objects including a first object corresponding to a first player and a second object other than the first object in a virtual space; and a server capable of communicating with each of the plurality of game devices,
[0077] The processing unit comprises:
[0078] a display control unit that controls display of the plurality of objects in the virtual space;
[0079] a game control unit that processes the game;
[0080] an information providing unit that provides first evaluation information from the first object to the article of the second object; and
[0081] A replica providing unit generates a replica of the article of the second object based on the first evaluation information, and provides the replica to the first object.
[0082] (15) A game processing method executed by the game system described in (14) above includes the following steps:
[0083] controlling display of the plurality of objects in the virtual space;
[0084] processing said game;
[0085] giving the first evaluation information from the first object to the item of the second object; and
[0086] Based on the first evaluation information, the replica of the item of the second object is generated, and the replica is provided to the first object.
[0087] Effects of the Invention
[0088] According to the present invention, it is possible to provide a game program, a recording medium, a game device, a game system, and a game processing method for a game in which items can be easily obtained and used. BRIEF DESCRIPTION OF THE DRAWINGS
[0090] Figure 1 The configuration of a game system according to an embodiment of the present invention is shown.
[0091] Figure 2This is a block diagram showing the configuration of a server included in the game system according to the embodiment of the present invention.
[0092] Figure 3 An example of the configuration of the server storage unit is shown.
[0093] Figure 4 An example of the configuration of the server storage unit is shown.
[0094] Figure 5 This is a block diagram showing the configuration of a game device included in a game system according to an embodiment of the present invention.
[0095] Figure 6 This is a block diagram showing the structure of a processing unit included in a game device.
[0096] Figure 7 An example of a game image displayed on the display unit of the game device is shown. Figure 7 (a) shows an example of a game image including a plurality of player objects in a virtual space. Figure 7 (b) shows an example of a game image including non-player objects within the virtual space.
[0097] Figure 8 An example of an inventory image displayed on the display unit of the game device is shown.
[0098] Fig. 9 An example of a template selection image displayed on the display unit of the game device is shown.
[0099] Fig.10 An example of a virtual item creation image displayed on the display unit of the game device is shown.
[0100] Fig.11 An example of a virtual item completion image displayed on the display unit of a game device is shown.
[0101] Fig.12 It is a schematic diagram explaining the relationship between providing evaluation information, generating and providing item replicas, and providing rewards.
[0102] Fig.13 It is a schematic diagram illustrating the relationship between terminal evaluation information from an terminal object, generation and provision of item replicas, and granting of rewards.
[0103] Fig.14 An example of a game image when acquiring evaluation information is shown.
[0104] Fig.15 An example of a response information image including response information from another object is shown.
[0105] Fig.16 An example of a game image showing when the influencer level increases.
[0106] Fig.17 The relationship between the provision of evaluation information and the generation and provision of replicas of items in a showroom is shown. Fig.17 (a) shows a showroom image and an item column image when an item to be given evaluation information is selected. Fig.17 (b) shows candidate items to which evaluation information is given. Fig.17 (c) shows the showroom image and the inventory image after evaluation information is given.
[0107] Fig.18 See the matching activities for details. Fig.18 (a) shows an image of making matching items in a matching activity. Fig.18 (b) shows a completed image of the matching items in the matching activity. Fig.18 (c) shows an image provided by looking at the matching items in the matching activity.
[0108] Fig.19 Illustration of drone camera activity. Fig.19 (a) shows an image captured by a virtual camera. Fig.19 (b) illustrates the positional relationship between the virtual camera and the object.
[0109] Fig. 20 Description Showroom image.
[0110] Fig.21 Describe showroom activities.
[0111] Fig. 22 An example of recording information images will be described.
[0112] Fig.23 This is a flowchart showing an example of a game processing method according to an embodiment of the present invention.
[0113] Fig.24 This is a flowchart showing an example of a processing method of a game system related to virtual item creation.
[0114] Fig.25 This is a flowchart showing an example of the procedure for creating a virtual item.
[0115] Fig.26 Detailed description of the invention is a flowchart showing an example of a processing method of a game system related to providing a copy of an item.
[0116] Fig. 27 Detailed description is a flowchart illustrating an example of a processing method of a game system related to providing a replica of an item to an end object.
[0117] Fig.28 This is a flowchart showing an example of a processing method of the game system related to reward giving.
[0118] Fig.29 This is a flowchart illustrating an example of a processing method related to log information.
[0119] Fig.30 This is a flowchart showing an example of a procedure for generating record evaluation information. DETAILED DESCRIPTION
[0120] Hereinafter, the game program, recording medium, game device, game system and game processing method of the present invention are described in detail based on the suitable embodiments shown in the accompanying drawings. For the convenience of description, the upper side in each figure is referred to as "upper", the lower side is referred to as "lower", the left side is referred to as "left", the right side is referred to as "right", the front side of the paper is referred to as "front", and the back side of the paper is referred to as "back".
[0121] 1. Game system
[0122] Figure 1 FIG. 2 shows the structure of a game system according to an embodiment of the present invention. Figure 1 As shown, the game system 1 of this embodiment includes a server 2 and a plurality of game devices 3 (for example, three game devices 3a to 3c) connected to the server 2 via a network 4. The plurality of game devices 3 are used by respective players 5. For example, the game device 3a is used by a first player 5a, the game device 3b is used by a second player 5b, and the game device 3c is used by a third player 5c. Thus, the plurality of players 5 can share information via the server 2 and enjoy the game.
[0123] Before describing the hardware structure of the game system 1, Figure 7 The outline of the game executed in the game device 3 will be described. Figure 7 An example of a game image displayed on the display unit of the game device is shown. Figure 7 (a) shows an example of a game image including a plurality of player objects in a virtual space. Figure 7 (b) shows an example of a game image including non-player objects within the virtual space.
[0124] (1) Game Overview
[0125] like Figure 7As shown in (a), in the game performed in the game device 3 of the present embodiment, a plurality of objects 50 exist in a virtual space 101. The virtual space 101 is a game space (Cocoon) in which a plurality of objects 50 exist. The object 50 wears an item 60. In addition, the object 50 may have a plurality of items 60 in addition to the item 60 being worn. In the present embodiment, the item 60 is clothing, but is not limited to this. Clothes include dresses, hats, shoes, bags, accessories, and the like. In addition to clothing, the item 60 may also include furniture 64, and the like. In addition, the item 60 may be an item other than clothing (e.g., a weapon, a card, etc.). Furthermore, things other than the object 50 and the item 60 (e.g., a human model 63) or buildings (e.g., a showroom, etc.) may exist in the virtual space 101.
[0126] The objects 50 include a player object 51 corresponding to the player 5 and a non-player object 52 not corresponding to the player 5. The player object 51 is an avatar character that the player 5 can operate.
[0127] For example, in a game played on a game device 3a operated by a first player 5a, there may be a first player object (first object) 51a corresponding to the first player 5a and a non-player object (second object) 52 other than the first player object 51a. In addition, in the game played on the game device 3a, a second player object 51b corresponding to a second player 5b of the game device 3b may appear as a second object 50. Hereinafter, the player object 51 and the non-player object 52 may be collectively referred to as an object 50.
[0128] The non-player object 52 cannot be operated by the player 5, but performs a prescribed action based on information stored in the storage unit 33 of the game device 3. For example, the non-player object 52 can provide the player 5 with information for assisting the game. Specifically, such information includes information such as Figure 7 The trend information 106 from the non-player object 52 shown in (b) of FIG. 106 serves as an evaluation standard when generating the record evaluation information 90 described later. The plurality of objects 50 may be composed of only the plurality of player objects 51 .
[0129] Multiple objects 50 can give evaluation information (e.g., "like" meaning) to each other's items 60. Figure 7 As shown in (a) of FIG. 1 , the first player object 51a can give evaluation information to the item 60 owned by the second player object 51b. In this case, the first player object 51a obtains a copy of the item 60 to which the evaluation information has been given from the second player object 51b.
[0130] Thus, in the game performed in this embodiment, the player object 51 can obtain a copy of the item 60 for free by simply providing evaluation information. Furthermore, the first player object 51a can freely wear and coordinate the obtained copy of the item 60 as his / her own item 60.
[0131] On the other hand, the second player object 51b holds the copied item 60. In addition, a reward (award) is given to the second player object 51b that provides evaluation information and holds the item 60. In the present embodiment, the reward is composed of the number of followers and incentive points (EP) described later. Therefore, the player object 51 that has provided evaluation information more times has a higher number of followers. In addition, a high number of followers means that more items 60 are circulated in the virtual space 101. In this way, the number of followers of the player object 51 is related to the number of items 60 in the virtual space 101. The player object 51 with a high number of followers is called an influencer. In this way, the player object 51 uses the item 60 targeting the influencer.
[0132] (2) Hardware structure
[0133] (2-1) Structure of the game device
[0134] Next, the configuration of the plurality of game devices 3 included in the game system 1 will be described. Figure 5 This is a block diagram showing the configuration of a game device included in a game system according to an embodiment of the present invention. Figure 6 This is a block diagram showing the structure of a processing unit included in a game device. Figure 7 An example of a game image displayed on the display unit of the game device is shown. Figure 8 An example of an inventory image displayed on the display unit of the game device is shown. Fig. 9 An example of a template selection image displayed on the display unit of the game device is shown. Fig.10 An example of a virtual item creation image displayed on the display unit of the game device is shown. Fig.11 An example of a virtual item completion image displayed on the display unit of a game device is shown. Fig.14 An example of a game image when acquiring evaluation information is shown. Fig.15 An example of a response information image including response information from another object is shown. Fig.16 An example of a game image showing when the influencer level increases.
[0135] In this embodiment, the structures of the plurality of game devices 3 (3a, 3b, 3c, ...) are the same. Each game device 3 is configured to execute the aforementioned game processing. Figure 5As shown, the game device 3 at least includes an operation unit 31, a display unit 32, a storage unit 33, a processing unit 34, a communication unit 35, and a recording medium connection unit 36. They are connected via a system bus to exchange data and signals with each other.
[0136] (Operation Department)
[0137] like Figure 1 As shown in FIG. 1 , the operation unit 31 includes an analog joystick 311 and operation buttons 312. The analog joystick 311 is disposed on the left side of the game device 3. The analog joystick 311 can be tilted up, down, left, and right to move the object 50 or the cursor. In addition, the analog joystick 311 can be used to operate Fig.19 The virtual camera 80 shown in (b).
[0138] The operation button 312 is arranged on the right side of the game device 3. In the present embodiment, the operation button 312 is composed of four digital buttons (so-called ABXY buttons). Each button is circular and has a function for selecting the item 60, a function for canceling, a function for displaying the status, etc., a function for using the item 60, etc.
[0139] (Display)
[0140] The display unit 32 is configured to include a touch display 321. The touch display 321 is configured to be directly operated by the fingertips of the player 5. Therefore, the player 5 can intuitively operate. For example, the player 5 can select and scroll by touching a menu displayed on the touch display 321 with a finger.
[0141] The touch display 321 may be of any structure. For example, the touch display 321 may be a structure capable of multi-touch input, that is, a method of operating with multiple fingers at the same time (for example, an electrostatic capacitance method). In addition, the touch display 321 may be a structure capable of single-point touch input (for example, a resistive film method).
[0142] The display unit 32 of this structure is arranged in the center of the game device 3. The display unit 32 displays various images and various information (for example, menu information) according to the processing of the processing unit 34. Figure 7 As shown, the display unit 32 displays the game image 10 . Figure 7 The game image 10 in (a) includes a virtual space 101, a first player object 51a corresponding to a first player 5a, a second player object 51b corresponding to a second player 5b, and follower number information 102. The follower number information 102 is displayed above the first player object 51a, and shows the player level (99480) of the first player object 51a.
[0143] In addition, the display unit 32 displays the status and item information of the player object 51. For example, Figure 8 As shown, the display unit 32 displays an inventory image 11. The inventory image 11 includes a plurality of items 60 that the player object 51 has. Figure 8 The inventory image 11 in the figure includes a plurality of items 60 belonging to the category of upper wear. In addition, the inventory image 11 includes an inventory label 111, a category label 112, a number of items 113, and a cursor 114. The number of items 113 is displayed in the upper right corner of the touch display 321, indicating that the player object 51 has 258 items 60.
[0144] In addition, if Fig. 9 As shown, the display unit 32 displays the template selection image 12. The template selection image 12 includes a plurality of templates 70, category icons 121, and template information 122.
[0145] The template 70 is a template material for making a virtual item 62. The template 70 is composed of two types: an open template 71 and a consumable template 72, but is not limited thereto. The open template 71 is configured to be open (usable) using creative points. The player 5 can make (prepare) virtual items 62 multiple times from the open template 71. Each time a virtual item 62 is made, EP is consumed. On the other hand, the consumable template 72 is configured to be obtained by the player object 51 according to the progress of the game. For example, the player object 51 can obtain the consumable template 72 by using a gashapon device that appears in the virtual space 101. The consumable template 72 is configured to disappear once used. That is, the consumable template 72 is configured not to be used multiple times.
[0146] The category icon 121 is displayed at the upper right of the touch display 321. The category icon 121 selectively shows the category (top wear category, bottom wear category, etc.) of the virtual item 62 that can be produced from the template 70. In addition, the template information 122 is displayed on the right side of the touch display 321. The template information 122 shows the item information (information on rarity, category, type, and color) related to the virtual item 62 produced from the selected template 70, and the incentive points (required EP) required to produce the virtual item 62. Fig. 9 The required EP is shown to be 40000. The details of the item information will be described later.
[0147] In addition, the display unit 32 displays brand level information 103 , incentive point information 104 , and creative point information 105 at the lower right of the touch display 321 regarding object information related to the player object 51 .
[0148] The brand level information 103 indicates the brand level of the player object 51 ( Fig. 9 27 in the example). The incentive point information 104 indicates the EP ( Fig. 9 The creative point information 105 indicates the creative points ( Fig. 9 1015).
[0149] In addition, if Fig. 9 As shown, when the selected template 70 is an open template 71 and has not yet been opened, the display unit 32 additionally displays the creative point (required CP) information 711 required to make the selected open template 71 usable (opened from an unusable state). Fig. 9 , the required CP is 20. In addition, the display unit 32 displays a lock icon 712 together with the open template 71. The lock icon 712 indicates that the open template 71 is not open. In this case, the game control unit 341 described later opens the template 70 selected by the player 5. When the template 70 is opened, the production of the virtual item 62 will be described later.
[0150] Furthermore, if Fig.10 As shown in FIG. 1 , the display unit 32 displays a virtual item creation image 13a. The virtual item creation image 13a includes a human body model 63 wearing a virtual item 62, a plurality of color palettes 132, and a selected color box 133. Fig.11 As shown, the display unit 32 displays the virtual item completion image 13 b including the completed virtual item 62 and the changed brand level information 103 .
[0151] like Fig.14 As shown, the display unit 32 displays a pop-up menu 107. The pop-up menu 107 is configured to notify the player 5 of various information. Fig.14 The pop-up menu 107 is displayed in the upper left corner of the touch display 321, and includes information that evaluation information has been given to the virtual item 62 of the player object 51 (your virtual item is "liked"!).
[0152] In addition, if Fig.15 As shown, the display unit 32 displays the response information image 14. The response information image 14 includes a response label 141 and a notification bar 142. The notification bar 142 includes evaluation information 81 of other objects 50, reward incentive point information 82, and reward follower number information 83. The evaluation information 81 includes, for example, that the other player object 51 has given evaluation information to the specified item 60 ( Fig.15 , “The second subject liked it.”).
[0153] The reward incentive point information 82 includes EP ( Fig.15 The reward EP is 2000). The reward follower number information 83 includes the number of followers given to the player object 51 that received the evaluation information ( Fig.15 , the number of rewarded followers is 600).
[0154] In addition, if Fig.16 As shown, the pop-up menu 107 includes information that the influencer level of the first player object 51a has been improved (becoming a gold influencer). The pop-up menu 107 can be configured to allow option information to be set. For example, when the player object 51 encounters another object 50, the pop-up menu 107 can be configured to include an icon for approaching the other object 50 (options for confirming item information, profile information, etc.).
[0155] In addition, if Fig.18 As shown, the display unit 32 displays a coordinated item creation image 16a, a coordinated item completion image 16b, and a coordinated item provision image 16c. Fig.19 As shown in (a) of FIG. 1 , the display unit 32 displays the captured image 17. Fig. 20 As shown, the display unit 32 displays the showroom image 15. These images are examples, and their description will be described later.
[0156] In addition, the display unit 32 can display menu information. The menu information is displayed initially when the game is started, for example. The player 5 can start the game, change settings, select options, etc. according to the menu information. In addition, the display unit 32 can have a writing function that can directly draw text and illustrations using a stylus. Furthermore, when the game device 3 is composed of a fixed game device or a personal computer, the display unit 32 can be configured separately from the game device 3.
[0157] (Storage Department)
[0158] The storage unit (storage means) 33 stores the game program executed by the processing unit 34 and various data used in the game program. The storage unit 33 is composed of a ROM (Read Only Memory) and a RAM (Random Access Memory).
[0159] Examples of the ROM include a flash memory and a hard disk device as a nonvolatile memory. The ROM allows the information stored in the storage unit 33 to be maintained even when the power of the game device 3 is turned off.
[0160] Examples of RAM include main memories such as static random access memory (SRAM) and dynamic random access memory (DRAM). The storage unit 33 is readable and writable by the RAM, and is configured to temporarily store calculation results executed by the CPU of the processing unit 34.
[0161] The storage unit 33 also stores game data such as information related to the template 70 (such as an image of the template 70), information related to rewards (the number of specified reward followers and reward EP, periodic reward information, etc.), information related to evaluation information (periodic evaluation information, etc.), game records, game status, and setting information of the player 5. In addition to storing game data, the storage unit 33 also stores system software of the game device 3, sound files (sound information such as music data), game images, etc.
[0162] The storage unit 33 stores various data used when the processing unit 34 executes game processing. The storage unit 33 is, for example, a memory accessed by the CPU of the processing unit 34 and provided in the game device 3. However, the storage unit 33 is not limited thereto. For example, the storage unit 33 may include a storage device connected to the game device 3 via the network 4.
[0163] The storage unit 33 also stores object information of the player objects 51 corresponding to the players 5 of the game device 3 as shown below. The following object information relates to the first player object 51a corresponding to the first player 5a.
[0164] Table 1. Object information
[0165]
[0166]
[0167] In this way, the storage unit 33 stores the number of followers, brand level, incentive points (EP), number of items held (the number of items 60 in the inventory), and creative points (CP) of the first player object 51 a.
[0168] The number of followers is a numerical value having the same meaning as the player level. In other words, the number of followers may be a numerical value similar to the experience value of the virtual game (the points obtained by the actions performed by the character in the game, etc.). The number of followers of the first player object 51a is 99480.
[0169] The brand level is a numerical value based on the number of times the player object 51 creates a virtual item 62. The brand level of the first player object 51a is 27. The player 51a may have a brand icon indicating who created the created virtual item 62. In this case, the created virtual item 62 may be given a brand icon.
[0170] EP is the point required for the player object 51 to create a virtual item 62. The EP of the first player object 51a is 1523700. The player object 51 is given EP from the reward giving unit 346 when receiving evaluation information or performing a predetermined activity. Fig.21EP is used when the furniture 64 and doll 65 are shown.
[0171] The number of items held is the number of all items 60 owned by the player object 51. The first player object 51a has 258 items 60. All items 60 owned by the player object 51 are represented by Figure 8 The item column image 11 shown in the figure can be confirmed. Figure 8 As shown, the items 60 in the inventory can be displayed by category.
[0172] Creative points (CP) are points required when obtaining a new template 70. The CP of the first player object 51a is 1015. CP can be given from the reward giving unit 346 in association with the number of followers. For example, as the number of followers increases, CP is given from the reward giving unit 346. Specifically, the reward giving unit 346 can give CP of the same value as the number of followers given (reward follower number). The giving of CP by the reward giving unit 346 is not limited to this. For example, each time the number of followers exceeds a multiple of a specified value (for example, 50), the reward giving unit 346 can give a certain or arbitrary CP. In addition, for example, each time the player object 51 receives evaluation information, CP can be given from the reward giving unit 346 to at least one of the player object 51 to which the evaluation information is given and the player object 51 that gives the evaluation information. Furthermore, the reward giving unit 346 can give CP based on the relationship with the non-player object 52 (for example, according to the number of contacts with the non-player object 52, etc.).
[0173] The object information may include information other than the above. For example, the object information includes influencer level information, and the influencer level information includes the influencer level of the player object 51. The influencer level may be divided into bronze, silver, gold, and platinum according to the number of followers. In addition, the object information may include the number of times (total number) the evaluation information has been received.
[0174] In addition, the storage unit 33 stores the item information possessed by the player object 51 corresponding to the player 5 of the game device 3 as shown below.
[0175] Table 2. Item information
[0176]
[0177] As shown in Table 2, the storage unit 33 stores the existing items 61 and the virtual items 62 separately. That is, in the present embodiment, the items 60 include the existing items 61 prepared in advance and the virtual items (original items) 62 made by the object 50 from the template (template 70). The existing items 61 are stored in the storage unit 33 from the start of the game. That is, the existing items 61 are not made by the player object 51, but are prepared in advance. The virtual items 62 are made by the player object 51. The steps of making the virtual items 62 will be described later.
[0178] The storage unit 33 does not store the existing items 61 in association with the player object 51, but stores the virtual items 62 in association with the player object 51. For example, the storage unit 33 stores the virtual items 62 No. 2 to 4 produced by the first player object 51a. In addition, the storage unit 33 stores the virtual item 62 No. 5 produced by the second player object 51b. In addition, the storage unit 33 stores the virtual item 62 No. 6 produced by the third player object 51c.
[0179] Furthermore, when the existing item 61 is provided from the second player object 51b to the first player object 51a, the storage unit 33 may store the second player object 51b in association with the existing item 61 as the source information of the supply of the existing item 61. In this case, each time the existing item 61 is provided, the reward providing unit 346 described later may provide a reward to the second player object 51b as the source of the supply of the existing item 61. Thus, the second player object 51b who first uses the existing item 61 can obtain more rewards, and the influencer is targeted.
[0180] The existing item 61 and the virtual item 62 each have item information (information on color, category, rarity, and type).
[0181] Color is information that expresses the color of the item 60 in numerical values. In Table 2, the color of the existing item 61 No. 1 is 3 (e.g., green). The color of the virtual item 62 No. 2 is 2 (e.g., brown). The display of the color of the item 60 is not limited to this. For example, the color of the item 60 may be displayed using RGB values, color names, etc.
[0182] The category is an index for classifying the items 60. The existing item 61 of No. 1 and the virtual item 62 of No. 2 are tops. The virtual items 62 of No. 3 and No. 4 are bottoms. The virtual item 62 of No. 5 is an accessory. The virtual item 62 of No. 6 is a dress. These categories can be further subdivided.
[0183] Rarity is a numerical value determined based on the difficulty of obtaining, rarity, etc. in the game. In the present embodiment, the higher the numerical value, the higher the rarity. For example, among the multiple items 60 circulating in the virtual space 101, the items 60 with rare colors may have high rarity. For example, the rarity of the existing item 61 No. 1 is 1. The rarity of the virtual items 62 No. 2 and 5 is 2. The item information may include the style (cute, handsome style), performance (heat retention, breathability), effect (extreme warmth, cold feeling), etc. of the item 60. In this case, the rarity can be determined based on the performance, effect, etc. of the item 60.
[0184] The type indicates the gender of the wearing article 60. The existing article 61 of No. 1 and the virtual articles 62 of No. 2, 5 and 6 are A (e.g., for women). The virtual article 62 of No. 3 is B (e.g., for men). The virtual article 62 of No. 4 is C (e.g., for both men and women). The article information may include information other than the above. For example, the article information may include information related to the number of times the article 60 is copied (copy count information).
[0185] The storage unit 33 stores information other than the object information and the item information (e.g., player information related to the player 5, record information including a specified activity scene, etc.). The player information may include personal information such as the name and gender of the player 5. The record information includes at least one of the object information of the player object 51 included in the specified activity scene and the item information of the item 60. In addition, the record information may include the record evaluation information 90. The information including the player information, the object information, the item information, and the record information is referred to as player data 211.
[0186] Such player data 211 can be transmitted to the server 2 or other game devices 3 via the communication unit 35 described later. When the communication unit 35 receives the player data 211 stored in the server 2 or other game devices 3, the storage unit 33 can store the received player data 211.
[0187] The storage unit 33 can also store information related to an object 50 different from the first player object 51a in the same manner. The object 50 different from the first player object 51a includes at least one of another player object 51 and a non-player object 52. Thus, the player 5 can enjoy a game in which a plurality of objects 50 in each game device 3 give evaluation information to each other's items 60.
[0188] Furthermore, the storage unit 33 may store a plurality of evaluation criteria used for evaluation by the evaluation generation unit 348 described later. The plurality of evaluation criteria include, for example, Figure 7That is, the storage unit 33 may store the trend information 106 including a plurality of trends as shown in Table 3 below as the first evaluation criterion.
[0189] Table 3. Trend information
[0190] Primary Color Color Composition Pattern style Trend No.1 Light Blue Monochrome lattice cute Trend No.2 blue black stripe cool Trend No.3 yellow primary color animal Feral
[0191] In addition, the plurality of evaluation criteria may include request information (second evaluation criteria) from other player objects 51. That is, the storage unit 33 stores the request information of other player objects 51 as shown in Table 4 below as the second evaluation criteria. The request information includes item information (color, etc.) desired by the player 5.
[0192] Table 4. Request information
[0193] color category type style First object 50 Light Blue skirt A cute Second object 50 blue Tops B cool End object 51(n) yellow hat C Feral
[0194] In addition, the storage unit 33 can store a color standard (third evaluation standard) for comparing the uniformity of colors, etc. in the multiple articles 60 that are the evaluation objects of the evaluation generation unit 348. The color standard is information based on a color space such as a hue wheel, RGB, etc. in which multiple colors are arranged in a circle. In addition, the storage unit 33 can store the recorded information as the fourth evaluation standard. Thus, the evaluation generation unit 348 can compare the recorded information of this time with the previous recorded information to generate the recorded evaluation information 90. In addition, the storage unit 33 can store multiple data sets (for example, image data of multiple articles 60, etc.), image recognition algorithms, etc., so that the evaluation generation unit 348 can generate the recorded evaluation information 90 through image recognition. As a result, the accuracy of the evaluation generation unit 348 in recognizing images is improved, and the evaluation generation unit 348 can perform appropriate evaluations.
[0195] (Processing Department)
[0196] The control unit 34 performs information processing (particularly game processing described below). In addition, the processing unit 34 performs data transmission and reception processing via the server 2. In addition, the processing unit 34 controls the game device 3 as a whole. That is, the processing unit 34 has a function of performing various data processing and a function of controlling the game device 3.
[0197] The processing unit 34 includes a central processing unit (CPU) for executing the game program. In addition, the processing unit 34 may include a main memory for temporarily storing the game program and information. The CPU executes a part or all of the prescribed game program at an appropriate time to realize each function (unit) of the processing unit 34. The following describes each function (unit) of the processing unit 34.
[0198] like Figure 6As shown, the processing unit 34 includes a game control unit 341 , a display control unit 342 , an information providing unit 343 , a replica providing unit 344 , an information acquiring unit 345 , a reward providing unit 346 , a specifying unit 347 , an evaluation generating unit 348 , and a photographing unit 349 .
[0199] (Game Control Unit)
[0200] The game control unit (game control section) 341 has a function of processing the progress of the game. That is, the game control unit 341 processes the progress of the entire game. For example, the game control unit 341 determines the information of the game image 10 stored in the storage unit 33 and provides it to the display control unit 342.
[0201] In addition, the game control unit 341 can control a plurality of objects 50. For example, based on information based on an input operation of the player 5 to the operation unit 31 (hereinafter referred to as input operation information), the game control unit 341 controls the game so that the plurality of objects 50 are close to or in contact with each other. The game control unit 341 can control the game so that the plurality of objects 50 can communicate with each other, and provide information of a prescribed icon containing the content of the conversation to the display control unit 342. The information of the prescribed icon includes comment information (e.g., like, thank you) and profile information. The player 5 can select a prescribed icon to confirm information of other objects 50.
[0202] The game control unit 341 can control the game so that the player object 51 can give evaluation information, supply the item 60, or other actions. For example, the player object 51 can control the game so that the virtual item 62 is created.
[0203] Specifically, when the template 70 selected by the player 5 is an open type but has not yet been opened, the game control unit 341 determines whether the opening condition is satisfied, opens the open type template 71, and sets it to a usable state. Specifically, when a specified CP is set as the opening condition, the game control unit 341 determines whether the player object 51 has creative points above the specified CP based on the opening instruction input of the player 5 to the operation unit 31. When the player object 51 has creative points above the specified CP, the game control unit 341 determines the opening of the open type template 71 after subtracting the specified CP number from the CP value of the player 5. Based on this determination, the display control unit 342 sets the lock icon 712 additionally displayed on the open type template 71 to non-display. As a result, the player 5 can recognize that the open type template 71 has become a usable state.
[0204] In addition, the game control unit 341 can control the production (preparation) of the virtual item 62 from the open template 71. For example, the game control unit 341 determines the color of the virtual item 62 obtained from the open template 71 based on the input operation information of the player 5. Based on this determination, Fig.10 In the virtual item creation image 13a, the display control unit 342 controls the display of the color of the virtual item 62 worn by the human body model 63 each time the color of the virtual item 62 is determined. For example, when the player 5 selects red as the color of the virtual item 62, the display control unit 342 controls the color of the virtual item 62 to be red and displays it. Fig.11 In the virtual item completion image 13b, the display control unit 342 controls the display of the completed virtual item 62. Furthermore, when making the virtual item 62, the game control unit 341 can subtract the required EP from the EP value of the player 5 to advance the process of making the virtual item 62. The processing method of making a virtual item based on the selection of the template 70 and the color selection will be described later. Furthermore, the virtual item making method is not limited to this. For example, the game control unit 341 can control the game to collect item materials and combine multiple item materials into a specific pattern to make a new item 60. In addition, the game control unit 341 can control the game to combine multiple items 60 to make a new item 60.
[0205] The game control unit 341 provides the information of the virtual item 62 produced to the storage unit 33 to update the item information. Based on the updated item information, the game control unit 341 can control the game according to the input operation information of the player 5 so that the player object 51 wears the virtual item 62. In addition, the game control unit 341 provides the virtual item 62 produced to the display control unit 342. Thus, the display control unit 342 controls the game as follows: Figure 8 The inventory image 11 shown is displayed to add the virtual item 62 .
[0206] The virtual item 62 thus worn and the virtual item 62 added to the inventory image 11 can be stored in the item information (Table 2) of the storage unit 33 of the game device 3 of the other player 5 via the server 2. Thus, on the side of the game device 3 of the other player 5, the information providing unit 343 described later can provide evaluation information to the virtual item 62 from the item information of the storage unit 33 based on the input operation information of the other player 5. In addition, the replica providing unit 344 generates a replica of the virtual item 62 and provides it to the other player object 51.
[0207] Therefore, for example, whenever evaluation information is received from the second to nth players 5b-n, the virtual item 62 produced by the first player 5a is continuously circulated in the virtual space 101. As a result of the circulation of the virtual item 62, the first player object 51a corresponding to the first player 5a as the producer of the virtual item 62 has a higher chance of obtaining a reward (number of followers and EP). As a result, since the influencer level of the first player object 51a increases, the first player 5a can enjoy the game and become an influencer. In this way, the item 60 can be easily obtained and used, so that the original fun of the game can be prevented from being reduced. As a result, each player 5 can enjoy the original fun of the game.
[0208] Furthermore, the number of times the open-type template 71 is used is not particularly limited. The game control unit 341 can produce a plurality of virtual items 62 of different colors and patterns from the same open-type template 71. Furthermore, the game control unit 341 can increase the brand level of the player object 51 according to the number of times the virtual item 62 is produced. In addition, at the beginning of the game, the number of open-type templates 71 that can be selected is limited, but the game control unit 341 can increase the number of open-type templates 71 as the brand level increases. Therefore, the player 5 can produce new types of virtual items 62 as the number of times the virtual item 62 is produced increases. As a result, since the influencer level of the first player object 51a is easily increased, the first player 5a can enjoy the game more and become an influencer.
[0209] In addition, the game control unit 341 can also determine and initiate a specified event. For example, the game control unit 341 can cause the player object 51 to perform a specified activity based on the input operation information of the player 5. At this time, the game control unit 341 can store the information of the scene of these activities in the storage unit 33. Thus, as described later, the specific unit 347 can automatically specify the evaluation object based on the stored scene information instead of the input operation information of the player 5. The specified activities include viewing matching activities, showroom activities, drone camera activities, photo egg activities, etc. Below, refer to Fig. 20 and Fig.21 , the showroom activities are explained. The prescribed activities other than the showroom activities are described later.
[0210] Fig. 20 Description Showroom image. Fig.21 Showroom activity is described below. Showroom activity is a process in which the player object 51 displays a plurality of items 60 as a recommended combination item 66 in a showroom (scene) of the virtual space 101 for display.
[0211] Fig. 20The showroom image 15 includes the second player object 51b, a plurality of virtual items 62, a plurality of human models 63, and a plurality of furniture 64. The showroom image 15 may be displayed on the display unit 32 of the game device 3b operated by the second player 5b, or on the display unit 32 of another game device 3.
[0212] In addition, based on the input operation information of the player 5 , the game control unit 341 can control to arrange the plurality of articles 60 , human models 63 , furniture 64 , and dolls 65 owned by the player 5 in the showroom.
[0213] Specifically, Fig.21 The shown showroom image 15 includes placement item categories 153 , a placement item selection menu 154 , showroom information 155 , and a placement grid 156 .
[0214] Based on the input operation information of the player 5, the game control unit 341 determines the category to be used for arrangement from the arrangement item categories 153. According to the determination of the game control unit 341, the display unit 32 displays the arrangement item selection menu 154 including the items corresponding to the selected category. Fig.21 The arrangement item selection menu 154 includes a plurality of furniture 64. Furthermore, based on the input operation information of the player 5, the game control unit 341 selects and determines the furniture 64 to be arranged from the arrangement item selection menu 154.
[0215] In addition, based on the input operation information of the player 5, the game control unit 341 can control to arrange the selected furniture 64 along the arrangement grid 156. The showroom information 155 indicates the number of items, furniture, and human models arranged in the showroom. The player data 211 storing the scene of such a showroom activity is shared in other game devices 3. Thus, on the side of other game devices 3, the information providing unit 343 can efficiently give evaluation information to the items 60 displayed in the scene. Correspondingly, the replica providing unit 344 can generate a replica of the item 60 and provide it to other objects 50. As a result, the displayed items 60 are constantly circulated in other objects 50. Thus, the above-mentioned effect can be efficiently exerted.
[0216] (Display Control Unit)
[0217] The display control unit (display control section) 342 has a function of controlling the display of an image displayed on the display unit 32. Specifically, the display control unit 342 controls the display of the game image 10 according to the input operation information of the player 5.
[0218] For example, when the player 5 operates the analog joystick 311 of the operation unit 31 to any of the up, down, left, and right directions, the display control unit 342 can control the display of the game image 10 based on such input operation information to move the player object 51 corresponding to the player 5. In addition, the display control unit 342 can control the display of the game image 10 to change the background of the virtual space 101 as the player object 51 moves.
[0219] Furthermore, the display control unit 342 can also control the display of the game image 10 according to the input operation information of the player 5, so that the multiple objects 50 are linked in the virtual space 101. Figure 7 As shown in (a), the display control unit 342 can control the display of the game image 10 according to the input operation information of the player 5 so that the first player object 51a approaches the second player object 51b and communicates with it.
[0220] The display control unit 342 can also control the display of a list of multiple items 60 worn by the player object 51. In addition, the display control unit 342 can control the display of the item information icon 115 of the item 60 while displaying each item 60. The item information icon 115 is, for example, information indicating whether the item 60 is an existing item 61 or a virtual item 62. In addition, the display control unit 342 can control the display of the inventory image 11 so that the rarity information 621 is displayed near the item 60. Furthermore, the display control unit 342 can also control the display of the item 60 so that additional information (for example, a note "recommended") is displayed overlapping the item 60.
[0221] In addition, the display control unit 342 can control the display of images related to the game (for example, the template selection image 12, etc.) and the display related to the item information. Fig. 9 In the template selection image 12, the display control unit 342 controls the display of the required creative point information 711 below the selected template 70 each time the template 70 is selected (in Fig. 9 The required CP is shown as 20). Furthermore, Fig. 9 As shown, the display control unit 342 can control their display so as to emphasize the icon selected from the category icons 121 ( Fig. 9 ), the selected sample 70.
[0222] In addition, the display control unit 342 controls the display of images related to the game (for example, the game image 10, etc.) and the display related to the object information. Fig.14 As shown, the display control unit 342 controls the display of the game image 10 and the pop-up menu 107. Specifically, in Fig.14In the game image 10 of FIG. 1 , the display control unit 342 controls the display of the follower number information 102 to show that the number of followers of the first player object 51 a is “99480”. Fig.16 In the game image 10 of FIG. 5 , the display control unit 342 controls the display of the follower number information 102 to show that the follower number of the first player object 51 a is “100080”.
[0223] In addition, if Fig.18 As shown, according to the game processing of the game control unit 341 based on the input operation information of the player 5, the display control unit 342 controls the display of the matching item production image 16a, the matching item completion image 16b, and the matching item provision image 16c. Fig. 20 and Fig.21 As shown, according to the game processing of the game control unit 341 based on the input operation information of the player 5, the display control unit 342 controls the display of the showroom image 15. In addition, the display control unit 342 controls Fig. 22 The display of record evaluation information (evaluation information) 90 is shown.
[0224] (Information providing device)
[0225] The information providing unit (information providing section) 343 has a function of providing information in the game. Such information includes evaluation information, profile information, status information, annotation information, etc. In particular, based on the input operation information of the player 5, the information providing unit 343 provides evaluation information to the specified items 60 possessed by other objects 50 from the item information as shown in Table 2 stored in the storage unit 33. The evaluation information is information indicating a meaning such as "like". In addition, the information providing unit 343 can provide evaluation information to multiple items 60 worn by the player object 51 at once.
[0226] In this way, the information providing unit 343 can provide evaluation information to the predetermined item 60 included in the item information stored in the storage unit 33. Therefore, the information providing unit 343 can provide evaluation information to the item 60 in all scenes in the virtual space 101. For example, in addition to the item 60 worn by other objects 50, the information providing unit 343 can also provide evaluation information to the predetermined scene (for example, Fig.17 The items 60 displayed in the showroom image 15) are given evaluation information. Fig.17 Provide explanation.
[0227] Fig.17 The relationship between the provision of evaluation information and the generation and provision of replicas of items in a showroom is shown. Fig.17 (a) shows a showroom image and an item column image when an item to be given evaluation information is selected. Fig.17 (b) shows candidate items to which evaluation information is given. Fig.17 (c) shows the showroom image and the inventory image after evaluation information is given.
[0228] Fig.17 The showroom image 15 of (a) is displayed on the display unit 32 of the game device 3b of the second player 5b. The showroom image 15 includes the first player object 51a, multiple virtual items 62, and a human body model 63. In addition, the display unit 32 displays the access object information 151 on the upper left of the touch display 321. The access object information 151 includes a facial icon of the second player object 51b. As a result, the showroom image 15 becomes a display of the player objects 51 exchanging information with each other in real time. As a result, for example, even in the case of intermittent information exchange between the game device 3a and the game device 3b via the server 2, the second player 5b can enjoy the game as if exchanging directly with the first player 5a. Similarly, Fig.17 The inventory image 11 of (a) is displayed on the display unit 32 of the game device 3b. The inventory image 11 includes a plurality of items 60 that the second player object 51b has.
[0229] The second player 5b can select a favorite virtual item 62 from the displayed virtual items 62. Specifically, based on the input operation information of the second player 5b, the game control unit 341 determines the selected virtual item 62. Based on the decision of the game control unit 341, as shown in FIG. Fig.17 As shown in FIG. 2( b ), the display control unit 342 controls the display of the showroom image 15 . Fig.17 The showroom image 15 of (b) includes candidate item information 152 . In addition, the candidate item information 152 includes two virtual items 62 .
[0230] The second player 5b can further select a virtual item 62 that he or she wishes to obtain from the two virtual items 62 included in the candidate item information 152. The display unit 32 further displays the selected virtual item 62 and the rarity information 621 of the virtual item 62 on the left side of the candidate item information 152. Based on the input operation information of the second player 5b, the game control unit 341 determines the virtual item 62 to be obtained. At this time, the information providing unit 343 provides evaluation information to the virtual item 62. The evaluation information can be, for example, a meaning expression such as "like", or it can be numerical information (stage evaluation information). The stage evaluation information can be, for example, a 5-level evaluation based on the subjective evaluation of the player 5 (5: the highest, 4: very good, 3: quite good, 2: good, 1: slightly good). In this case, the stage evaluation information is stored in the storage unit 33. In addition, the information providing unit 343 can provide stage evaluation information to the virtual item 62 based on the input operation information of the player 5.
[0231] Based on the decision of the game control unit 341, such as Fig.17 As shown in (c) of FIG. 1 , the display control unit 342 controls the display of the showroom image 15 and the inventory image 11. The inventory image 11 includes the acquired virtual item 62. That is, the replica providing unit 344 described later generates a replica of the virtual item 62 to which the evaluation information is given, and provides it to the second player object 51b. At this time, the game control unit 341 updates the number of items held in the object information of the second player object 51b stored in the storage unit 33, and adds the information of the replicated virtual item 62 to the item information. On the other hand, the showroom image 15 and the inventory image 11 are displayed. Fig.17 That is, the replica providing unit 344 causes the first player object 51a to continuously hold the virtual item 62.
[0232] In this embodiment, the information giving unit 343 of each of the plurality of game devices 3 may give evaluation information to the same item 60 multiple times, or may give evaluation information only once. In the latter case, the information giving unit 343 may give evaluation information to an item 60 that the player object 51 corresponding to the player 5 of the game device 3 does not yet have. In other words, even if it is the same item 60, evaluation information may be given multiple times from different players 5. The configuration of the information giving unit 343 is not limited to this. For example, the information giving unit 343 may be configured to limit the number of times that evaluation information can be given, depending on the number of followers of the player object 51.
[0233] In addition, the information providing unit 343 can provide information related to a combination of multiple items 60 (coordinating items 66) possessed by the player object 51 to other objects 50. The information related to the combination of multiple items 60 includes at least one of information on the individual items 60 constituting the combination and information on the coordinating items 66 constituted by the combination.
[0234] Thus, the player object 51 can perform the "see match" activity. The "see match" activity refers to suggesting a matching item 66 to other objects 50. In the "see match" activity, an item 60 can be suggested to other objects 50. Fig.18 See the matching activities for details.
[0235] Fig.18 See the matching activities for details. Fig.18 (a) shows an image of making matching items in a matching activity. Fig.18 (b) shows a completed image of the matching items in the matching activity. Fig.18 (c) shows an image provided by looking at the matching items in the matching activity.
[0236] exist Fig.18In (a), the combination item creation image 16a includes a plurality of items 60 owned by the first player object 51a on the matched side and the second player object 51b performing the combination. The combination item creation image 16a is displayed on the display unit 32 of the game device 3b operated by the second player 5b.
[0237] The second player 5b can select a plurality of virtual items 62 constituting the combination item 66 from the combination item creation image 16a displayed on the display unit 32. Specifically, based on the input operation information of the second player 5b, the game control unit 341 determines the selected virtual item 62. Based on the determination of the game control unit 341, the display unit 32 displays the following Fig.18 The coordinated item image 16b shown in (b) is completed.
[0238] Fig.18 The matching item completion image 16b shown in (b) includes a plurality of virtual items 62 constituting the matching items 66 and the first player object 51a wearing the matching items 66. Thus, the second player 5b can confirm the recommended matching items 66. Then, based on the input operation information of the second player 5b, the game control unit 341 determines the matching items 66 recommended to the first player object 51a.
[0239] Based on the decision of the game control unit 341, the display unit 32 displays the following Fig.18 The coordination item providing image 16c shown in (c) of FIG. The coordination item providing image 16c includes a box 163 including coordination items 66 and coordination information 164. The coordination information 164 includes information related to the recommended coordination items 66 and object information on the sending side and the receiving side of the coordination items 66. Based on the decision of the game control unit 341, the communication unit 35 described later of the game device 3b sends the coordination information 164 to the game device 3a.
[0240] On the side of the game device 3a corresponding to the first player object 51a that has received the match information 164, the information providing unit 343 can provide evaluation information to the match item 66. In addition, the information providing unit 343 can provide evaluation information to each virtual item (sub-item) 62 that constitutes the match item 66. This makes it easier to obtain and use the item 60, and each player 5 can enjoy the original fun of the game.
[0241] Such a match-watching activity can be performed when the player objects 51 in the virtual space 101 are in contact with each other, but is not limited to this. For example, the match-watching activity can be performed in response to a request from another player 5. For example, the communication unit 35 of the game device 3a can send the request information shown in Table 4 to the game device 3b. Thus, the match-watching activity can be performed on the side of the game device 3b that receives the request information.
[0242] (Copy provided by unit)
[0243] The replica providing unit (replica providing section) 344 has a function of generating a replica of the item 60 and providing it to other objects 50. For example, when the player object 51 and other objects 50 are in the virtual space 101, when the information providing unit 343 provides evaluation information to the item 60 possessed by the other object 50, the replica providing unit 344 generates a replica of the item 60 and provides (supplies) the replica to the player object 51. At this time, the replica providing unit 344 is configured to hold the item 60 in the other object 50. With such a configuration, each player 5 can obtain a favorite item 60 without paying an equivalent amount of coins or the like. Therefore, each player 5 can easily obtain and use the item 60 and can enjoy the original fun of the game.
[0244] For example, in the game device 3b of the second player object 5b, when the information providing unit 343 provides evaluation information to the item 60 possessed by the first player object 51a, the replica providing unit 344 generates a replica of the item 60 and provides the replica to the second player object 51b. At this time, the replica providing unit 344 is configured to hold the item 60 in the first player object 51a.
[0245] In addition, the replica providing unit 344 can further generate a replica from the replica of the item 60 and provide it to the object 50. Therefore, for example, whenever evaluation information is received from other objects 50, the virtual item 62 produced by the first player 5a is constantly circulated in the object 50. As a result of the circulation of the virtual item 62, the first player object 51a corresponding to the first player 5a who is the creator of the virtual item 62 has a higher chance of obtaining a reward (the number of followers and EP). As a result, the influencer level of the first player object 51a is increased, and the first player 5a can enjoy the game and become an influencer.
[0246] Furthermore, the replica providing unit 344 can generate a plurality of replicas at a time from one item 60. In particular, the replica providing unit 344 can be configured to change the number of replicas that can be generated at a time according to object information (e.g., the number of followers) of the player object 51. For example, the replica providing unit 344 can be configured to increase the number of replicas that can be generated when the number of followers of the player object 51 is equal to or greater than a predetermined value.
[0247] Furthermore, the item 60 and its replica are identical, but the present invention is not limited thereto. For example, the item information (e.g., rarity) may be different between the item 60 and its replica. Furthermore, the supply of the item 60 may be performed between player objects 51 or between a player object 51 and a non-player object 52.
[0248] (Information acquisition unit)
[0249] The information acquisition unit (information acquisition section) 345 has a function of acquiring information used for the game. For example, the information acquisition unit 345 can acquire evaluation information 81 from other game devices 3 via the communication unit 35 described later. Specifically, the case where the information giving unit 343 on the game device 3b side gives evaluation information to the item 60 possessed by the first player object 51a is described. In this case, the communication unit 35 of the game device 3b sends the evaluation information 81 to the game device 3a. Accordingly, the information acquisition unit 345 can acquire the evaluation information 81 via the communication unit 35 of the game device 3a. In this way, the information acquisition unit 345 can acquire information used in the game of other game devices 3 via the communication unit 35.
[0250] The information acquisition unit 345 also acquires evaluation information of other objects 50 from the information providing unit 343. Specifically, in the game device 3a, the information acquisition unit 345 may acquire evaluation information of the non-player object 52 from the information providing unit 343 for the item 60 possessed by the first player object 51a.
[0251] The information acquisition unit 345 can also acquire other information (profile information, status information, comment information, etc.) of other objects 50. The information acquisition unit 345 can also acquire information in the virtual space 101. For example, the information acquisition unit 345 can acquire information related to various events that occur in the virtual space 101.
[0252] (Reward giving unit)
[0253] The reward giving unit (reward giving section) 346 has a function of giving a reward to the object 50. In particular, the reward giving unit 346 gives a reward to the player object 51 having the item 60 to which the evaluation information is given, based on the fact that the information obtaining unit 345 has obtained the evaluation information. Then, the reward giving unit 346 updates the object information. For example, in the object information shown in Table 1, the reward giving unit 346 can increase the number of followers. In the case where the reward is composed of the reward follower number and the reward EP, the calculation of these values is described below.
[0254] First, the number of reward followers and the reward EP may be the same. In this case, the reward granting unit 346 can grant the predetermined number of reward followers and reward EP to the object 50 based on the specified number of reward followers and reward EP stored in the storage unit 33. In addition, the reward granting unit 346 can grant different numbers of reward followers and reward EP. For example, the reward granting unit 346 can grant different rewards according to the item information of the item 60 for which the evaluation information is received. Specifically, the reward granting unit 346 can calculate the number of reward followers and the reward EP by multiplying the rarity value included in the item information of the item 60 for which the evaluation information is received by a specified weight. For example, when the evaluation information is given to the item 60 with a rarity of 2, the reward granting unit 346 can calculate the number of followers of 200 by multiplying the rarity value (2) by the weight 100. In addition, the reward granting unit 346 can calculate the reward EP of 2000 by multiplying the rarity value 2 by the weight 1000.
[0255] Furthermore, the reward granting unit 346 may determine the value of the reward followers and the reward EP in consideration of the number of attentions received from other players 5. For example, the reward granting unit 346 may grant a reward followers number of 300 by adding the number of attentions received from other players 5 (e.g., 100) to the above-calculated reward followers number of 200. In addition, when the information granting unit 343 grants the item 60 with staged evaluation information, the reward granting unit 346 may grant different rewards according to the staged evaluation information. Specifically, the reward granting unit 346 may calculate a reward followers number of 500 by multiplying the value (5: highest) included in the staged evaluation information by the weight 100.
[0256] In this way, the reward granting unit 346 can grant different rewards based on the item information and the prescribed weight. Thus, the reward granting unit 346 can grant different rewards according to the type of the item 60. In addition, the reward granting unit 346 can grant different rewards according to the existing item 61 or the virtual item 62. For example, when the rarity of the existing item 61 is set lower than the rarity of the virtual item 62, the reward granting unit 346 can make the reward for providing the virtual item 62 higher than the reward for providing the existing item 61 by multiplying the rarity by the prescribed weight. Thus, the incentive to create the virtual item 62 is increased, and the fun of the game as a whole can be improved.
[0257] Similarly, the reward granting unit 346 can grant different rewards according to the object information and the prescribed weight. Thus, the reward granting unit 346 can grant different rewards according to the number of followers of the object 50, for example. The reward granting method is not limited to this. For example, a reward can be pre-set for each of the plurality of items 60. In this case, the reward granting unit 346 can grant a prescribed reward to each of the plurality of items 60 based on the information related to the reward stored in the storage unit 33.
[0258] In this way, the reward granting unit 346 can grant a reward to the player object 51 that directly provided the evaluation information (received a direct response). Fig.12 Explain the compensation given in case of receiving direct response. Fig.12 It is a schematic diagram explaining the relationship between providing evaluation information, generating and providing item replicas, and providing rewards.
[0259] exist Fig.12 , an overview of game processing performed by game device 3a operated by first player 5a and game device 3b operated by second player 5b is shown.
[0260] First, in the game device 3b, the information providing unit 343 provides the first evaluation information from the second player object 51b to the virtual item 62 worn by the first player object 51a. Based on the first evaluation information, the replica providing unit 344 generates a first replica 62(1) of the virtual item 62 and provides it to the second player object 51b.
[0261] Afterwards, in the game device 3a, the information acquisition unit 345 acquires the evaluation information 81 from the second player object 51b via the communication unit 35. In response, the reward giving unit 346 gives a reward to the first player object 51a. Fig.12 According to the description. Fig.12 In the situation where evaluation information is given from another object 50, the first copy 62(1) possessed by the second player object 51b circulates in the object 50.
[0262] Here, based on the creator player object stored in the storage unit 33, the reward giving unit 346 can give a reward to the player object 51 that indirectly gave the evaluation information (received the indirect response). The object 50 that received the indirect response is the player object 51 that created the virtual item 62, but is not limited to this. As described later, the object 50 that received the indirect response may include an object 50 between the player object 51 that created the virtual item 62 and the terminal object 51 (n). Fig.13 The payment of compensation when an indirect response is received is explained. Fig.13It is a schematic diagram illustrating the relationship between terminal evaluation information from an terminal object, generation and provision of item replicas, and granting of rewards.
[0263] exist Fig.13 In, according to Fig.12 In the case of the first player object 51a, the first copy 62(1) of the virtual item 62 created by the first player object 51a is further circulated. Fig.13 , the case where the terminal object 51(n) is the third player object 51c is described. In the game device 3c of the third player 5c, the information giving unit 343 gives the evaluation information (second evaluation information) from the third player object 51c to the first replica 62(1) of the second player object 51b before it. At this time, the replica providing unit 344 of the game device 3c (or the game device 3b) copies the second replica 62(2) and provides the second replica 62(2) to the third player object 51c. In addition, the communication unit 35 of the game device 3c sends the evaluation giving information 81 including the second evaluation information to the game device 3a and the game device 3b via the server 2. Correspondingly, on the game device 3a and the game device 3b side, each information acquisition unit 345 acquires the evaluation giving information 81 via the communication unit 35. Furthermore, each reward giving unit 346 gives rewards to the first player object 51a and the second player object 51b respectively. In this way, the reward is given to the object 50 side that provided the replica. As a result, the influencer level of the object 50 increases, and the player 5 can enjoy the game more and become an influencer. In particular, the first player object 51a, which is the creator of the virtual item 62, is also given a reward based on an indirect response, so the influencer level is easily increased. Therefore, the incentive to create the virtual item 62 is increased, and the fun of the game as a whole can be improved.
[0264] Furthermore, based on Fig.13, the situation in which the copy of the virtual item 62 created by the first player object 51a is circulated more than three times in the virtual space 101 is described. In the game device 3n, the information giving unit 343 gives the terminal evaluation information from the terminal object 51(n) to the n-1th copy of the upstream object 51(n-1) before it. At this time, the copy providing unit 344 of the game device 3n (or the game device 3(n-1)) copies the nth copy and provides the nth copy to the terminal object 51(n). In addition, the communication unit 35 of the game device 3n sends the evaluation giving information 81 including the terminal evaluation information to the game device 3a and the game device 3(n-1) via the server 2. In response to this, on the game device 3a and the game device 3(n-1) side, each information obtaining unit 345 obtains the evaluation giving information 81 via the communication unit 35. Furthermore, each reward giving unit 346 gives rewards to the first player object 51a and the upstream object 51(n-1) respectively. Thus, as the number of copies of the virtual item 62 increases, the first player object 51a corresponding to the first player 5a who created the virtual item 62 obtains more rewards. As a result, since the influencer level of the first player object 51a is easily increased, the first player 5a can enjoy the game more and become an influencer.
[0265] The reward granting unit 346 may provide a reward different from the reward for the direct response in the indirect response. Fig.12 Compared to the reward (direct response reward) given to the first player object 51a in Fig.13 The reward (reward for indirect response) given to the first player object 51a is higher. In this case, the reward giving unit 346 can multiply the reward for direct response by a further weight of 1.5 to determine the numerical value of the reward for indirect response. For example, the reward giving unit 346 can further multiply the number of followers 200 calculated using the specified weight as described above by a weight of 1.5 to calculate the number of followers 300. Furthermore, as mentioned above, in the case where the reward for direct response is determined by item information and the specified weight, the reward for indirect response can be constant based on the specified number of reward followers and the reward EP stored in the storage unit 33. In this way, the reward giving unit 346 can give different rewards in direct response and indirect response. Thereby, the above-mentioned effect can be exerted more reliably. As a result, the first player 5a can enjoy the game more so as to make himself an influencer.
[0266] In addition, the storage unit 33 stores the following Figure 4In the case of the object association information shown, the reward granting unit 346 of the game device 3a to the game device 3(n-1) can grant rewards to the first player object 51a to the upstream object 51(n-1), respectively. In this case, each reward granting unit 346 can be configured so that different rewards are granted in stages by the first player object 51a to the upstream object 51(n-1). For example, each reward granting unit 346 can be configured so that the highest reward is granted to the first player object 51a. In the case of such a configuration, the storage unit 33 can store a plurality of staged rewards (staged reward information) in the first player object 51a to the upstream object 51(n-1) in a manner that the rewards decrease in stages, or can store a plurality of staged weights multiplied by the rewards. Furthermore, the reward granting unit 346 can randomly grant rewards from the first player object 51a to the upstream object 51(n-1). In addition, when the item information includes the number of copies information, the reward granting unit 346 can grant rewards based on the number of copies information. For example, the reward granting unit 346 may grant more rewards to the object 50 having the item 60 with a large number of copies. Figure 4 In the case of the tree-like association, the reward given to the first player object 51a can be set higher than that of the linear association. As a result, the influencer level of the first player object 51a, which is the creator of the virtual item 62, is easily increased. Therefore, the incentive to create the virtual item 62 is increased, which can improve the fun of the game as a whole. In addition, the reward giving unit 346 can give rewards to non-player objects 52 other than the player object 51.
[0267] (Specific Unit)
[0268] The specific unit (specific part) 347 specifies information of at least one of the object 50 and the article 60 in the specified scene (hereinafter sometimes referred to as "evaluation object"). The specified scene includes scenes of viewing matching activities, showroom activities, drone camera activities, and photo egg activities. The specific unit 347 can access the information of the scene stored in the storage unit 33 based on the input operation information of the player 5, thereby specifying the evaluation object. In addition, the specific unit 347 can automatically specify the evaluation object by accessing the information of the stored scene under the instruction of the game control unit 341, not based on the input operation information of the player 5. In addition, the specific unit 347 can specify the evaluation object in the image of the specified scene by image recognition. Furthermore, in addition to the specific unit 347, the processing unit 34 can also have an image recognition unit, but the following describes the case where the specific unit 347 also functions as an image recognition unit.
[0269] The specific unit 347 can perform the function of extracting features of the object 50 and the article 60 as the evaluation object from the image displayed on the display unit 32. For example, the specific unit 347 extracts information such as the feature quantity of the edge, angle, color, and texture of the evaluation object. As a result, the object 50 and the article 60 in the image can be converted into numerical data. In addition, the specific unit 347 can process the numerical data to identify and classify the object 50 and the article 60 in the image. In addition, the specific unit 347 can identify the position information of the object 50 and the article 60 in the image. Furthermore, the specific unit 347 can identify and classify the object 50 and the article 60 in the image based on the multiple data sets stored in the storage unit 33. In addition, the specific unit 347 can identify and classify the image based on the image recognition algorithm, etc.
[0270] Thus, the specific unit 347 can be used to specify the activity at the end of the activity. Fig.18 The object information of the first player object 51a and the item information of the plurality of virtual items 62 included in the scene of the matching activity described in . The specifying unit 347 can also specify the scene of the showroom activity.
[0271] In addition, the specific unit 347 can specify the following when shooting. Fig.19 The object information of the second player object 51b and the item information of the plurality of virtual items 62 worn by the second player object 51b included in the scene of the drone camera activity. The specifying unit 347 can also specify the scene of the photo egg activity.
[0272] The information thus specified is evaluated by the evaluation generation unit 348 and stored in the storage unit 33 as record information (electronic log). Furthermore, the timing of specifying the evaluation object of the specified scene by the specifying unit 347 is not particularly limited, and can be performed after the specified activity is completed. In the following description, the case where the specifying unit 347 automatically specifies the evaluation object based on the information of the scene stored in the storage unit 33 is described.
[0273] (Evaluation Generation Unit)
[0274] Evaluation generation unit (evaluation generation section) 348 generates evaluations for evaluation objects including object 50 and article 60. In particular, evaluation generation unit 348 generates recorded evaluation information (evaluation information) 90 for at least one of object 50 and article 60 included in a predetermined scene specified by specifying unit 347.
[0275] Reference Fig. 22 The recorded evaluation information 90 will be described. Fig. 221 is a diagram for explaining an example of a record information image. The record information image 18 includes the first player object 51a included in the scene of viewing the coordination activity, a plurality of virtual items 62 constituting the coordination item 66, reward follower number information 83, and record evaluation information 90. The reward follower number information 83 indicates the number of reward followers as a result of the predetermined activity. As a result of the information acquisition unit 345 acquiring the evaluation giving information 81, the reward follower number may be the same as or different from the case where the reward giving unit 346 gives the object 50.
[0276] The record evaluation information 90 is composed of a plurality of hash tag information 91 and electronic log evaluation (number of likes) information 92. The hash tag information 91 includes first information 911 and second information 912. The first information 911 indicates the symbols constituting the hash tag. The second information 912 includes information (property information) indicating the properties of the object 50 and the article 60. The property information includes information such as the appearance, color, impression, design, and type of the object 50 and the article 60. The second information 912 may include property information of the first player object 51a. The electronic log evaluation information 92 is information that digitizes the evaluation of the record information (electronic log) and is displayed as the number of "likes". The player 5 confirms the electronic log evaluation information 92, can feel that his or her activities are evaluated by others, and can actively play the game.
[0277] The evaluation generation unit 348 can generate the record evaluation information 90 based on at least one of the plurality of evaluation criteria stored in the storage unit 33. In the following description, the case where the evaluation object is the virtual item 62 is described, but the evaluation object may also be the object 50, the item 60, or other things (e.g., the human body model 63, the furniture 64, etc.).
[0278] Specifically, the evaluation generation unit 348 can compare the trend information 106 as the first evaluation standard stored in the storage unit 33 with the item information of the evaluation object, and generate the record evaluation information 90. Here, the case where the first evaluation standard is the content of trend No. 1 recorded in Table 3 is described. The evaluation generation unit 348 compares the main color (light blue) included in trend No. 1 with the main color of each virtual item 62 of the evaluation object. When the main color of the knitting of the virtual item 62 is "light blue", the evaluation generation unit 348 selects "light blue" as the second information 912. Then, the evaluation generation unit 348 can combine "#" of the first information 911 and "light blue" of the second information 912 to generate hash tag information 91. In this way, the evaluation generation unit 348 can hash tag the specified scene. In other words, the evaluation generation unit 348 can add a hash symbol to the property information of the object 50 and the item 60 in the specified scene. The hash tag information 91 can be configured to be used only in the game device 3 (for example, browsed, searched), or configured to be used in other game devices 3. In the latter case, other players 5 can search for their favorite items 60 by searching the hash tag information 91 included in the recorded evaluation information 90. Thus, the information (predetermined scene) stored in the storage unit 33 can be used as a hash tag, thereby increasing the fun of the game.
[0279] Similarly, the evaluation generation unit 348 can compare the color composition, pattern, and style included in trend No. 1 with the item information of the evaluation object to generate hash tag information 91. In addition, if there is request information (second evaluation standard) from the first player object 51a, the evaluation generation unit 348 can compare the request information with the item information of the evaluation object to determine the second information 912. In this case, the first evaluation standard and the second evaluation standard can be applied in sequence, or either one can be applied preferentially. In this way, multiple evaluations can be performed, and the evaluation generation unit 348 can appropriately evaluate the recorded information.
[0280] After generating the hash tag information 91, the evaluation generating unit 348 can generate the electronic log evaluation information 92 based on the comparison result. For example, the number of generated hash tag information 91 can be multiplied by a predetermined weight (predetermined value) to determine the value of the electronic log evaluation information 92. Fig. 22 , three hash tag information 91 are generated, so the number of hash tag information 91 (3) is multiplied by a predetermined weight (e.g., 100) to calculate 300 "likes". In this way, the evaluation generation unit 348 can generate the electronic log evaluation information 92 after generating the hash tag information 91. That is, the evaluation generation unit 348 can generate the record evaluation information 90 in stages. Thus, the evaluation generation unit 348 can efficiently generate the record evaluation information 90.
[0281] In addition, the evaluation generation unit 348 can generate the record evaluation information 90 without using a plurality of evaluation criteria. For example, the evaluation generation unit 348 can search for the item information of the evaluation object, arbitrarily extract and specify the content (text) as the second information 912, and thereby generate the hash tag information 91. In addition, the evaluation generation unit 348 can generate the electronic log evaluation information 92 by, for example, multiplying the numerical value of the rarity included in the item information of the evaluation object by a predetermined weight (100).
[0282] Furthermore, the evaluation generation unit 348 can compare the uniformity of the colors in the plurality of virtual items 62 of the evaluation object based on the color standard (third evaluation standard) stored in the storage unit 33, thereby generating the electronic log evaluation information 92. For example, the evaluation generation unit 348 can compare which of the warm colors or cool colors the plurality of colors included in the item information of the evaluation object belongs to based on the color wheel. As a result, when all the plurality of colors belong to either the warm color system or the cool color system, the evaluation generation unit 348 can change the prescribed weight (for example, increase it from 100 to 150).
[0283] In this way, the evaluation generation unit 348 can automatically generate the recorded evaluation information 90 for at least one of the object information of the object 50 and the article information of the article 60 included in the predetermined scene specified by the specifying unit 347 .
[0284] In addition, the evaluation generating unit 348 can generate the recorded evaluation information 90 by comparing the article information in a predetermined scene with the article information included in the recorded information before the predetermined scene (fourth evaluation standard). This can more significantly exert the above-mentioned effect.
[0285] For example, the specific unit 347 is specified Fig. 20 The following describes a case where the evaluation object is included in the scene of the showroom image 15. In this case, the evaluation generation unit 348 compares the evaluation object of the scene with Fig. 20 The showroom image 15 is compared with the evaluation object contained in the scene of the specific showroom image 15 before.
[0286] Based on the comparison result, the evaluation generation unit 348 extracts and specifies the content (text) as the second information 912 from the item information of the virtual item 62 newly displayed in the showroom (scene). Thus, the evaluation generation unit 348 can generate the hash tag information 91. Thereafter, the evaluation generation unit 348 can generate the recorded evaluation information 90 as described above.
[0287] Furthermore, when there is no consistent information as a result of comparing the information of the evaluation criteria and the information of the evaluation object, the evaluation generation unit 348 does not generate the second information 912. Therefore, the evaluation generation unit 348 may not generate the hash tag information 91. Alternatively, the evaluation generation unit 348 may search for the item information of the evaluation object, arbitrarily extract and specify the content (text) as the second information 912, and thereby generate the hash tag information 91.
[0288] The recorded evaluation information 90 generated by the evaluation generation unit 348 is stored in the storage unit 33 as a part of the player data 211, that is, the recorded information (electronic log). Such player data 211 can be stored and used in the server storage unit 21 and the storage unit 33 of other game devices 3. As a result, the game control unit 341 can use the player data 211 in other game devices 3. In the case where the hash tag information 91 is configured to be used in other game devices 3, each player 5 can also search for the hash tag information 91 included in the recorded evaluation information 90 and search for the items 60 that he likes. At this time, the display control unit 342 controls the display of the recorded evaluation information 90. In addition, the information giving unit 343 can give evaluation information to a plurality of items 60 included in the recorded information. Therefore, the player 5 who stores a large amount of recorded information can make it easier for the items 60 he owns to circulate in the virtual space 101, and can target influencers.
[0289] In this way, the article 60 can be easily obtained and used, so the original fun of the game can be prevented from being reduced. As a result, each player 5 can enjoy the original fun of the game. Furthermore, the evaluation method of the evaluation generation unit 348 is not limited to the above content. The evaluation generation unit 348 can generate the record evaluation information 90 based on other evaluation criteria (the influencer level of the object 50, etc.). In addition, when the specific unit 347 automatically specifies the evaluation object through image recognition, the record evaluation information 90 can also be generated in the same way, but the record evaluation information 90 can be generated by a different method. For example, the specific unit 347 can identify the object 50 and the article 60 in the image by assigning a level to each pixel in the image. Based on the identified information (evaluation object) and the object information and article information stored in the storage unit 33, the specific unit 347 can generate the record evaluation information 90.
[0290] (Photography Unit)
[0291] The photographing unit (photographing section) 349 controls the photographing of the virtual camera (drone camera) 80. That is, the photographing unit 349 has the function of identifying and recording the above-mentioned predetermined scene. Thus, the player object 51 can perform drone camera activities. Drone camera activities refer to the player object 51 taking selfies with the virtual camera 80. Fig.19 Explain the drone camera activity.
[0292] Fig.19 Illustration of drone camera activity. Fig.19 (a) shows an image captured by a virtual camera. Fig.19 (b) illustrates the positional relationship between the virtual camera and the object. Fig.19 The captured image 17 of (a) includes the second player object 51 b in the virtual space 101 . The capturing unit 349 can control the capturing of the virtual camera 80 based on the input operation information of the player 5 .
[0293] For example, when the player 5 moves the analog joystick 311 upward, Fig.19 The virtual camera 80 shown in (b) moves in the positive direction of the Z axis. In addition, the direction of the virtual camera 80 can be changed while maintaining the position of the virtual camera 80 according to the input operation information of the player 5. For example, when the player 5 operates the analog joystick 311 upward, Fig.19 The virtual camera 80 shown in (b) may be oriented in the positive direction of the Z axis at this position.
[0294] In this way, the photographing unit 349 can change the photographing position and photographing direction of the virtual camera 80 according to the input operation information of the player 5. After adjusting the position and direction of the virtual camera 80, the photographing unit 349 photographs (identifies and records) the player object 51 in the virtual space 101 based on the input operation information of the player 5. Accordingly, the display unit 32 displays the following Fig.19 The captured image (scene) 17 including the player object 51 shown in (a) of FIG. 3 is shown in FIG. 3. In addition, the storage unit 33 stores the captured image 17 as a virtual photo. Thus, the player 5 can reconfirm his or her game experience through the virtual photo, and can increase the willingness to play the game.
[0295] In addition to the drone camera activity, the shooting unit 349 can also control the shooting of the player object 51. For example, the shooting unit 349 can function to allow the player object 51 to take a photo in a place such as a photo studio. The activity of the player object 51 based on such a function is called a photo egg activity. In the photo egg activity, according to the input operation information of the player 5, the shooting unit 349 can control to process the virtual photo of the object 50, and the storage unit 33 stores the processed virtual photo. Furthermore, the shooting unit 349 can shoot various things in the virtual space 101.
[0296] (Ministry of Communications)
[0297] The communication unit 35 is connected to the network 4 by wired or wireless communication, and transmits and receives predetermined data to and from the server 2 and other game devices 3. The communication unit 35 may be composed of a predetermined communication module. For example, the communication unit 35 includes a circuit that implements a communication standard such as a wireless LAN.
[0298] The communication unit 35 transmits the player data 211 stored in the storage unit 33 to the server 2 via the network 4. In addition, the communication unit 35 receives the player data 211 of other game devices 3 stored in the server storage unit 21 via the network 4.
[0299] In the present embodiment, the communication between the game device 3 and the server 2 is performed at a predetermined time interval (e.g., every 5 minutes), but is not limited thereto. For example, the communication between the game device 3 and the server 2 or other game devices 3 can be performed frequently or every time data is updated.
[0300] (Connection portion for recording medium)
[0301] The recording medium connection part 36 is configured to connect a computer-readable recording medium recording a game program to the game device 3. The recording medium connection part 36 is, for example, a slot or tray for connecting a recording medium such as a game box or a compact disk. When a game box is used, the recording medium connection part 36 is configured to be inserted into the box. When a compact disk is used, the recording medium connection part 36 is composed of a compact disk tray. Furthermore, when downloading and executing a game program, the recording medium connection part 36 can be omitted. In this case, the game device 3 can be equipped with an Internet connection port.
[0302] (Other structural elements)
[0303] The game device 3 may include other components. For example, the game device 3 may include an inertial sensor and an output unit. The inertial sensor is configured to detect an action applied to the game device 3 itself. The output unit is configured to output a sound effect corresponding to the input operation information of the player 5 or a music of the game.
[0304] Furthermore, the game device 3 of the present embodiment is configured to execute the game in both the offline mode (single player mode) and the online mode (multi-player mode), but is not limited to this. The game device 3 can be configured to execute the game only in any one mode. In addition, in the online mode, a plurality of game devices 3 can be configured to communicate with each other without or via the server 2. In the game device 3 of the present embodiment, the operation unit 31 and the display unit 32 are integrally configured, but are not limited to this. The game device 3 may be a fixed type in which the operation unit 31 and the display unit 32 are separately provided.
[0305] (2-2) Server Structure
[0306] Next, refer to Figure 2 to Figure 4 The server 2 included in the game system 1 according to the present embodiment will be described. Figure 2 This is a block diagram showing the configuration of a server included in the game system according to the embodiment of the present invention. Figure 3An example of the configuration of the server storage unit is shown. Figure 4 An example of the configuration of the server storage unit is shown.
[0307] like Figure 2 As shown, the server 2 connected to the game device 3 via the network 4 so as to be communicable includes a server storage unit 21 , a server control unit 22 , and a server communication unit 23 .
[0308] (Server Storage)
[0309] The server storage unit 21 stores various data required for communication with the game device 3. In addition, the server storage unit 21 stores programs executed by the server control unit 22, various data required for the processing, and the like.
[0310] In addition, if Figure 2 As shown, the server storage unit 21 stores a plurality of player data 211. The plurality of player data 211 corresponds to a plurality of players 5 of a plurality of game devices 3 that can communicate with the server 2. For example, when the plurality of game devices 3 are four game devices 3a to 3d, the plurality of player data 211 includes first player data 211a, second player data 211b, third player data 211c, and fourth player data 211d. Figure 3 As shown, each player data 211 includes player information, object information, item information, and record information. These information are the same as the information stored in the storage unit 33 of the game device 3 described above.
[0311] For example, the object information and item information of the first player data 211a are the same as those described above. In this way, the server storage unit 21 stores the player data 211 of each of the plurality of game devices 3. Thus, the plurality of player data 211 can be used in each game device 3. As a result, each player 5 can share information with other players 5 to play the game.
[0312] In addition, if Figure 4 As shown, the server storage unit 21 can store object association information of a plurality of objects 50. Such object association information is associated with, for example, the supply of items between the plurality of objects 50. Specifically, a first object 50 having an item 60 and a second object 50 having a plurality of the item 60, a third object 50, and a terminal object 51(n) can be associated in a linear manner. In addition, for example, a first object 50 having an item 60 and a second object 50 having a plurality of the item 60, a third object 50, and a terminal object 51(n) can be associated in a tree manner.
[0313] The object association information may include at least one of the object information and the item information of the plurality of objects 50. For example, the object association information may include the object information shown in Table 1 and the item information shown in Table 2 for the first object 50. In addition, the object association information may be associated with the object information and the item information of the plurality of objects 50. Thus, the server control unit 22 can understand through which object 50 the item 60 of the first object 50 is circulated to the terminal object 51 (n). As a result of sharing this information among the game devices 3, the reward giving unit 346 of the game device 3 can give rewards to the objects 50 between the first object 50 and the terminal object 51 (n).
[0314] In addition, the object association information may be associated with the focus between the plurality of objects 50. For example, the first object 50 may be associated with the second object 50, the third object 50, and the terminal object 51(n) that focus on the first object 50 in a linear manner. In addition, for example, the first object 50 may be associated with the second object 50, the third object 50, and the terminal object 51(n) that focus on the first object 50 in a tree manner.
[0315] The server storage unit 21 stores such object-related information, so that the server control unit 22 described later can easily manage the plurality of game devices 3 in the game system 1. In addition, the server control unit 22 can efficiently manage the progress of the games respectively played by the plurality of game devices 3. In addition, such object-related information can be stored in the storage unit 33 of each game device 3. Thus, in each game device 3, the game control unit 341 can process the object-related information. Through such processing, for example, the reward giving unit 346 can efficiently give rewards to the plurality of objects 50.
[0316] (Server Control Unit)
[0317] The server control unit 22 includes an information processing unit (for example, a CPU) for executing various information processing of the server 2 and a main memory for temporarily storing programs and information. The server control unit 22 manages the player data 211 stored in the server storage unit 21. In addition, the server control unit 22 manages a plurality of game devices 3 in the game system 1.
[0318] For example, the server control unit 22 may be configured to manage the progress of a game played between a plurality of game devices 3. In addition, when a game is played between a plurality of game devices 3, the server control unit 22 may be configured to manage the combination (matching) of the game devices 3 playing the game and the data communication between the matched plurality of game devices 3. In addition, the server control unit 22 may manage the upgrade of the game. The server control unit 22 may manage the progress of the game played by each of the plurality of game devices 3.
[0319] (Server Communication Department)
[0320] The server communication unit 23 is configured to communicate with each of the plurality of game devices 3 via the network 4 .
[0321] (Other structural elements)
[0322] The server 2 can be implemented by a computer having a general hardware structure. In addition, the server 2 can be composed of a single server machine or a plurality of server machines. The server 2 can include: an operation input unit that receives operation input from an operator of the server 2 such as a keyboard and a mouse; and a display unit that displays a calculation result, etc.
[0323] As described above, such transmission and reception between the server 2 and the game device 3 is performed at a predetermined time interval (for example, 5-minute intervals). Therefore, for example, when the second player 5b of the game device 3b creates a virtual item 62, the communication unit 35 of the game device 3b sends the information of the created virtual item 62 to the server 2. The information of the virtual item 62 sent is received by the server communication unit 23 and stored by the server storage unit 21. In this way, the server 2 updates the second player data 211b. On the other hand, the communication unit 35 of the game device 3a can receive the second player data 211b stored in the server storage unit 21 and updated via the communication unit 35. Thus, the information providing unit 343 of the game device 3a can provide information to the virtual item 62 created by the second player 5b, and the replica providing unit 344 can generate the replica and provide it to the first player object 51a.
[0324] 2. Treatment methods
[0325] Fig.23 This is a flowchart showing an example of a game processing method according to an embodiment of the present invention. Fig.24 This is a flowchart showing an example of a processing method of a game system related to virtual item creation. Fig.25 This is a flowchart showing an example of the procedure for creating a virtual item. Fig.26 Detailed description of the invention is a flowchart showing an example of a processing method of a game system related to providing a copy of an item. Fig. 27 Detailed description is a flowchart illustrating an example of a processing method of a game system related to providing a replica of an item to an end object. Fig.28 This is a flowchart showing an example of a processing method of the game system related to reward giving.
[0326] (Game processing method)
[0327] First, refer to Fig.23, explaining the game processing method of the game device 3a of the first player 5a (processing method of providing a copy of an item according to the evaluation information). When the game starts, the game control unit 341 processes the progress of the game based on the input operation information of the first player 5a (S1).
[0328] According to the processing of the game control unit 341 based on the input operation information of the first player 5a, the display control unit 342 controls the display of the plurality of objects 50 in the virtual space 101. Such display control can be performed before and after step 1. Thus, the first player object 51a moves in the virtual space 101.
[0329] In addition, the number of operable player objects 51 is not particularly limited. For example, the first player 5a can have a plurality of player objects 51. In this case, the first player 5a can select one player object 51 to be used in the game from the plurality of player objects 51 and start the game.
[0330] As a result, the first player object 51a, for example, Figure 7 As shown in (a) of FIG. 5 , when the second player object 51 b is touched (encountered) (Yes in S2), the display unit 32 displays the item information of the other object 50 through the processing of the game control unit 341 based on the input operation information of the first player 5 a. For example, the display unit 32 displays the following Figure 8 The first player 5a can thereby check the multiple items 60 and item information of the other object 50 (S3). On the other hand, in step 2, if the first player object 51a does not encounter the other object 50 (No in S2), the processing of steps 1 to 2 is repeated.
[0331] The first player 5a can select a predetermined item 60 that he wants to obtain from the item column image 11 displayed on the display unit 32. Specifically, based on the input operation information of the first player 5a, the game control unit 341 determines the selected item 60 (for example, the virtual item 62). According to the decision of the game control unit 341, the information providing unit 343 provides evaluation information to the selected virtual item 62 (Yes in S4). In addition, the replica providing unit 344 generates a replica of the selected virtual item 62 and provides it to the first player object 51a (S5). After that, the game ends. In addition, the processing of steps 1 to 5 can be repeated without ending the game.
[0332] On the other hand, in step 4, when the first player 5a does not select the predetermined item 60 and the information providing unit 343 does not provide evaluation information to the predetermined item 60 (No in S4), the processing of steps 1 to 4 is repeated. Then, the game ends.
[0333] (How to process virtual item creation)
[0334] Next, refer to Figures 9 to 11 , Fig.24 and Fig.25 , describing the processing method for making virtual items 62 in the game device 3a. When the game starts, the game control unit 341 performs processing related to virtual item production based on the input operation information of the first player 5a ( Fig.24 of S11). Fig.25 An example of the steps of making a virtual item is shown. First, the display unit 32 displays the following Fig. 9 The template selection image 12 is shown ( S111 ). Then, according to the processing of the game control unit 341 , the display control unit 342 controls the display of the template selection image 12 .
[0335] For example, based on the input operation of the player 5 to the analog stick 311, the display control unit 342 controls the display of the template selection image 12 to emphasize the selected template 70. Fig. 9 In the example, the open type template 71 with a required CP of 20 is selected. Then, based on the input operation of the player 5 to the operation button 312, the game control unit 341 determines the selected template 70 (S112).
[0336] The game control unit 341 confirms whether to open the selected template 70 (S113). When the selected template 70 is an open-type template 71 that has not been opened, and the first player object 51a has creative points that are more than the required CP (Yes in S113), the game control unit 341 uses the creative points (S114) to set the selected open-type template 71 to a usable state (open from an unusable state). On the other hand, when the selected template 70 is not an open-type (when the CP does not need to be used) or when it is an open-type but not opened (No in S113), step 114 is omitted.
[0337] In the next step 115, the display unit 32 displays the following Fig.10 Then, according to the processing of the game control unit 341, the display control unit 342 controls the display of the virtual item creation image 13a. Specifically, under the instruction of the game control unit 341, the display control unit 342 controls the display of the virtual item 62 worn on the human body model 63 and the display of the plurality of palettes 132.
[0338] For example, the game control unit 341 selects and determines the color of the virtual item 62 obtained from the selected template 70 based on the input operation information of the player 5. (S116) Specifically, based on the determination of the game control unit 341, the display unit 32 displays the selected predetermined color in the selected color frame 133. Fig.10 In the example, the selected color box 133 includes two colors. The game control unit 341 can determine any one of the two colors as the color of the virtual item 62, or can determine a color that is a mixture of the two colors as the color of the virtual item 62. The game control unit 341 completes the virtual item 62 by determining the color. Thus, the processing related to the production of the virtual item ends, and the processing returns to Fig.24 .
[0339] exist Fig.24 In the example, the game control unit 341 checks whether the number of times the virtual item 62 of the first player object 51a has been created has reached a predetermined number of times (S12). If the number of times has reached a predetermined number of times (Yes in S12), the game control unit 341 increases the brand level of the first player object 51a (S13). Then, the display unit 32 displays the following information: Fig.11 The virtual item completion image 13b is shown (S14). At this time, the display unit 32 displays the brand rank information 103 after the first player object 51a is changed. Fig.11 The changed brand level is 28.
[0340] On the other hand, if the number of times is less than the prescribed number (No in S12), step 13 is omitted, and the display unit 32 displays the brand level information 103 after the change without displaying the virtual item completion image 13b. After that, the game control unit 341 updates the first player data 211a (S15). Specifically, the game control unit 341 increases the number of items owned by the first player object 51a by one. Therefore, the game control unit 341 updates the item information of the first player data 211a. In addition, if Yes in step 12, the game control unit 341 increases the brand level of the first player object 51a by 1. Therefore, the game control unit 341 updates the object information of the first player data 211a.
[0341] exist Fig.24In step 16, the communication unit 35 sends the updated first player data 211a to the server 2. Correspondingly, the server communication unit 23 receives the updated first player data 211a (S17). Thereafter, the server storage unit 21 saves the updated first player data 211a (S18). Thus, the processing method for making virtual items ends. Furthermore, when the game device 3a is in offline mode, the processing method ends in step S15. In this case, when the game device 3a is in online mode, steps 16 to 18 can be performed.
[0342] (Game system processing method)
[0343] Next, based on Figure 26 to Figure 28 , a processing method of a game system 1 including three game devices 3a to 3c and a server 2 is described. Fig.26 middle, Fig.24 As a result of the processing, the server storage unit 21 of the server 2 stores the updated first player data 211 a .
[0344] On the game device 3b side of the second player 5b, the communication unit 35 sends a game start request to the server 2 (S21). In response, the server communication unit 23 of the server 2 receives the game start request (S22). Then, the server control unit 22 processes the game start request and determines to send any one or more of the multiple player data 211 stored in the server storage unit 21 to the game device 3b. Fig.26 In the process, based on the decision of the server control unit 22, the server communication unit 23 transmits the first player data 211a to the game device 3b (S23).
[0345] On the game device 3b side, the communication unit 35 receives the first player data 211a (S24). Then, based on the input operation information of the second player 5b, the game control unit 341 processes the progress of the game (S25). According to the processing of the game control unit 341 based on the input operation information of the second player 5b, the display control unit 342 controls the display of the plurality of objects 50 in the virtual space 101. Such display control can be performed before and after step 25. As a result, the second player object 51b moves in the virtual space 101.
[0346] As a result, when the second player object 51b encounters the first player object 51a (Yes in S26), the display unit 32 displays the item information of the first player object 51a through the processing of the game control unit 341 based on the input operation information of the second player 51b. For example, the display unit 32 displays the following Figure 8The item column image 11 is shown. Thus, the second player 5b can confirm the plurality of items 60 and item information of the first player object 51a (S27). On the other hand, in step 26, if the second player object 51b does not encounter the first player object 51a (No in S26), the processing of steps 25 to 26 is repeated.
[0347] The second player 5b can select a predetermined item 60 to be obtained from the item list image 11 displayed on the display unit 32. Specifically, based on the input operation information of the second player 5b, the game control unit 341 determines the selected item 60. Fig.25 The virtual item 62 produced by the processing is selected. Based on the decision of the game control unit 341, the information providing unit 343 provides evaluation information to the virtual item 62 of the first player object 51a (Yes in S28). In addition, the replica providing unit 344 generates a first replica 62(1) of the selected virtual item 62 and provides it to the second player object 51b (S29). Thereafter, the communication unit 35 sends evaluation providing information 81 to the server 2 (S30). The evaluation providing information 81 includes the content that the evaluation information is given to the virtual item 62 of the first player object 51a and the first replica 62(1) is provided to the second player object 51b.
[0348] On the server 2 side, the server communication unit 23 receives the evaluation information 81 (S31). Furthermore, the server communication unit 23 sends the evaluation information 81 to the game device 3a (S33). Accordingly, the communication unit 35 of the game device 3a receives the evaluation information 81 (S33). At this time, the information acquisition unit 345 of the game device 3a acquires the evaluation information 81, and the game control unit 341 processes the evaluation information 81. As a result, the display unit 32 can display the evaluation information 81 as shown in FIG. Fig.14 The pop-up menu 107 shown in FIG. Fig.15 The response information image 14 is shown. In addition, according to the processing of the game control unit 341, the reward giving unit 346 gives the reward to the first player object 51a (S34).
[0349] In addition, on the server 2 side, after step 32, the server control unit 22 processes the evaluation giving information 81 and updates the corresponding second player data 211b. Then, the server storage unit 21 saves the updated second player data 211b (S35). Thus, the processing between the game device 3a and the game device 3b via the server 2 is completed. Furthermore, after step 34, although not shown in the figure, the game control unit 341 updates the object information of the first player object 51a, and the communication unit 35 sends the updated first player data 211a to the server 2 at a specified time. On the server 2 side, the updated first player data 211a is stored in the server storage unit 21. The processing continues to Fig. 27 .
[0350] like Fig. 27 As shown, on the game device 3c side of the third player 5c, the communication unit 35 sends a game start request to the server 2 (S36). In response, the server communication unit 23 of the server 2 receives the game start request (S37). Then, the server control unit 22 processes the game start request and determines to send any one or more of the multiple player data 211 stored in the server storage unit 21. Fig. 27 In the process, based on the decision of the server control unit 22, the server communication unit 23 transmits the second player data 211b to the game device 3c (S38).
[0351] On the game device 3c side, the communication unit 35 receives the second player data 211b (S39). The second player data 211b includes the first replica 62(1) as item information. Then, based on the input operation information of the third player 5c, the game control unit 341 processes the progress of the game (S40). According to the processing of the game control unit 341 based on the input operation information of the third player 5c, the display control unit 342 controls the display of multiple objects 50 in the virtual space 101. Such display control can be performed before and after step 40. As a result, the third player object 51c (end object 51(n)) moves in the virtual space 101.
[0352] As a result, when the third player object 51c encounters the second player object 51b (Yes in S41), the display unit 32 displays the item information of the second player object 51b through the processing of the game control unit 341 based on the input operation information of the third player 5c. For example, the display unit 32 displays the following Figure 8 The third player 5c can thereby confirm the plurality of items 60 and item information of the second player object 51b (S42). On the other hand, in step 41, if the third player object 51c does not encounter other objects 50 (No in S41), the processing of steps 40 to 41 is repeated.
[0353] The third player 5c can select a predetermined item 60 that he wants to obtain from the item list image 11 displayed on the display unit 32. Specifically, based on the input operation information of the third player 5c, the game control unit 341 determines the selected item 60. Here, the first replica 62(1) is considered to be selected. According to the decision of the game control unit 341, the information providing unit 343 provides evaluation information to the selected first replica 62(1) (Yes in S43). Accordingly, the replica providing unit 344 generates a replica (second replica 62(2)) of the selected first replica 62(1) and provides it to the third player object 51c (S44). Thereafter, the communication unit 35 sends evaluation providing information 81 to the server 2 (S45). The evaluation providing information 81 includes the content that the evaluation information is given to the first replica 62(1) possessed by the second player object 51b and the second replica 62(2) is provided to the third player object 51c.
[0354] On the server 2 side, the server communication unit 23 receives the evaluation information 81 (S46). As a result, the server control unit 22 processes the evaluation information 81 and updates the corresponding third player data 211c. As a result, the server storage unit 21 stores the updated third player data 211c (S47). The process continues to Fig.28 The server communication unit 23 transmits the evaluation giving information 81 to the game device 3a and the game device 3b (S48).
[0355] On the game device 3b side, the communication unit 35 receives the evaluation information 81 (S49). Thus, the game control unit 341 processes the evaluation information 81. Based on the processing of the game control unit 341, the information giving unit 343 gives a reward (a reward based on a direct response) to the second player object 51b (S50).
[0356] On the other hand, on the game device 3a side, the communication unit 35 receives the evaluation giving information 81 (S51). Thus, the game control unit 341 processes the evaluation giving information 81. According to the processing of the game control unit 341, the information giving unit 343 gives a reward (a reward based on an indirect response) to the first player object 51a (S52). Afterwards, although not shown, in each game device 3, the game control unit 341 updates the object information, and the communication unit 35 sends the updated player data 211 to the server 2 at a predetermined timing. On the server 2 side, the updated player data 211 is stored in the server storage unit 21.
[0357] (Processing methods related to recorded information)
[0358] Next, refer to Fig.29 as well as Fig.30An example of a process method for generating log information and a procedure for generating log evaluation information will be described. Fig.29 This is a flowchart illustrating an example of a processing method related to log information. Fig.30 This is a flowchart showing an example of a procedure for generating record evaluation information.
[0359] When the game starts, the game control unit 341 processes the progress of the game based on the input operation information of the player 5 (S61). According to the processing of the game control unit 341 based on the input operation information of the player 5, the display control unit 342 controls the display of the object 50 in the virtual space 101. Such display control can be performed before and after step 61. Thus, the object 50 can perform a prescribed activity in the virtual space 101. At this time, the game control unit 341 stores the information of the scene of the prescribed activity in the storage unit 33.
[0360] Then, when the object 50 performs a predetermined action (Yes in S62), the identifying unit 347 identifies the evaluation object included in the scene stored in the storage unit 33 (S63). When the object 50 does not perform a predetermined action (No in S62), the game control unit 341 can repeat steps 61 and 62.
[0361] Next, the evaluation generating unit 348 generates the recorded evaluation information 90 for the evaluation object included in the predetermined scene identified by the identifying unit 347 ( S64 ). Fig.30 An example of a procedure for generating the record evaluation information 90 is shown.
[0362] First, the evaluation generation unit 348 generates an evaluation result for the evaluation object (for example, Fig.19 For example, the evaluation generating unit 348 compares the content of the trend information 106 stored in the storage unit 33 (first evaluation standard) with the item information of the plurality of virtual items 62 to be evaluated.
[0363] If the comparison between the evaluation standard information and the evaluation target information shows that there is matching information (Yes in S642 ), the evaluation generation unit 348 generates second information 912 based on the comparison result ( S643 ). If there is no matching information (No in S642 ), the process proceeds to step 644 .
[0364] Then, the evaluation generation unit 348 confirms whether there is an evaluation object specified before the evaluation object (for example, Fig.19The evaluation generating unit 348 compares the evaluation object with the evaluation object included in the scene of the captured image 17 captured before the captured image 17 (S644). If there is an evaluation object identified before the evaluation object (Yes in S644), the evaluation generating unit 348 compares the evaluation object with the evaluation object included in the scene of the captured image 17 identified before the evaluation object (S645).
[0365] As a result of the comparison, if the captured image 17 contains a new virtual item 62 (Yes in S646), the evaluation generation unit 348 extracts and specifies the content (text) of the second information 912 from the item information of the new virtual item 62. Thus, the evaluation generation unit 348 further generates the second information 912 (S647). Then, the evaluation generation unit 348 combines the "#" of the first information 911 with the second information 912 to generate the hash tag information 91 (S648).
[0366] On the other hand, if there is no evaluation object identified before the evaluation object in step 644 (No in S644), and if the new virtual item 62 is not included in the captured image 17 of this time in step 646 (No in S646), the process proceeds to step 648. In this case, the evaluation generation unit 348 only needs to combine the second information 912 generated in step 643 with the "#" of the first information 911 to generate the hash tag information 91 (S648). Furthermore, if there is no second information 912 generated in step 643 (No in S642), the evaluation generation unit 348 can search for the item information of the evaluation object, arbitrarily extract and identify the content (text) as the second information 912, and thereby generate the hash tag information 91.
[0367] The processing proceeds to step 649, and the evaluation generation unit 348 generates electronic log evaluation information 92. At this time, when there is consistent information in the comparison results, or when there is new item information in the comparison results, the evaluation generation unit 348 can generate the electronic log evaluation information 92 based on these results. In addition, the evaluation generation unit 348 can, for example, generate the electronic log evaluation information 92 by multiplying the rarity value contained in the item information of the evaluation object by a specified weight (100). Thus, the record evaluation information 90 consisting of the hash tag information 91 and the electronic log evaluation information 92 is generated, and the step of generating the record evaluation information 90 ends. The processing returns to Fig.29 Step 65.
[0368] After the evaluation generation unit 348 generates the log evaluation information 90, the storage unit 33 stores the log information including the log evaluation information 90 (S65). Thus, the processing method related to the log information ends.
[0369] The above processing method can be created in a program executed by a computer. Such a program is realized by a CPU (central processing unit), a microprocessor, a GPU (graphics processing unit), a RAM (random access memory), a ROM (read only memory), etc.
[0370] In addition, the game program for processing the above-mentioned processing method is an example of the game program of the present invention. As described above, the processing unit 34 of the game device 3 can process the game program of the present invention. In addition, a computer-readable recording medium recording such a game program is an example of the recording medium of the present invention.
[0371] The game program, recording medium, game device, game system and game processing method of the present invention are described above based on suitable embodiments, but the present invention is not limited to this. The structure of each part can be replaced with any structure with the same function. In addition, other arbitrary units or structures can be added to the present invention. In addition, the present invention can include any combination of two or more structures (features). In addition, the present invention may not have a part of the structure in the above-mentioned embodiment, and may not execute a part of the processing executed in the above-mentioned embodiment.
[0372] Furthermore, in the above-described embodiment, a case has been described in which a series of processes related to game processing is executed in the game system 1 including the plurality of game devices 3 and the server 2, but the present invention is not limited to this.
[0373] For example, the game process can be executed in a single game device 3. For example, based on the above Fig.12 and Fig.13 The game processing can be performed by one game device 3. Specifically, in one game device 3a, the following four processes can be performed. The information giving unit 343 gives the evaluation information from other objects 50 (including the terminal object 51(n)) to the item 60 worn by the first player object 51a. Accordingly, the information obtaining unit 345 obtains the evaluation information from the other objects 50. Furthermore, the replica providing unit 344 generates a replica of the item 60 and provides it to the other objects 50. Then, the reward giving unit 346 gives a reward to the first player object 51a having the item 60 for which the evaluation information was received.
[0374] In this case, the reward granting unit 346 may be configured to grant rewards to the first player object 51 a and other objects 50 between the first player object 51 a and the end object 51 ( n ).
[0375] In addition, the game device 3 may adopt a so-called cloud game structure. For example, the game device 3 may be configured to send the input operation information of the player 5 to the server 2, execute various game processes in the server control unit 22 of the server 2, and transmit the execution results to the game device 3 as dynamic images and sound streams.
Claims
1. A game program for a game having the following function: an item can be supplied between a plurality of objects including a first object corresponding to a first player and a second object other than the first object in a virtual space, the game program causing a computer to function as: a display control unit that controls display of the plurality of objects in the virtual space; a game control unit that processes the game; an information providing unit that provides first evaluation information from the first object to the item of the second object; as well as A replica providing unit generates a replica of the article of the second object based on the first evaluation information, and provides the replica to the first object.
2. The game program according to claim 1, wherein: The replica providing unit holds the article in the second object.
3. The game program according to claim 1, wherein: The second object corresponds to a second player different from the first player, and the game program further causes the computer to function as: an information acquisition unit, which acquires second evaluation information of the item of the first object by the second object; as well as A reward granting unit grants a reward to the first object based on the second evaluation information providing the second object with a replica of the article of the first object.
4. The game program according to claim 3, wherein: The reward granting unit further grants the reward to the first object each time the replica of the item of the first object is generated and provided to the plurality of objects.
5. The game program according to claim 4, wherein: The plurality of objects include an end object different from the first object and the second object and an upstream object immediately before the end object, The information acquisition unit acquires the terminal evaluation information of the replica that the terminal object has for the upstream object, and The reward granting unit further grants the reward to the first object based on the terminal evaluation information.
6. The game program according to claim 5, wherein: The upstream object is the second object.
7. The game program according to claim 5, wherein: The reward granting unit grants the reward to the first object according to the fact that the reward is granted to an object between the first object and the end object.
8. The game program according to claim 7, wherein: The remuneration of the first object is different from the remuneration of the object.
9. The game program according to claim 5, further causing the computer to function as a storage unit that stores object association information, the object association information being structured in a tree form in the order of the first object, the second object, and the terminal object.
10. The game program according to claim 9, wherein: The items include existing items pre-stored in the storage unit and virtual items prepared by the first player, The reward granting unit grants a higher reward when the virtual item is provided than when the existing item is provided.
11. The game program according to claim 1, further causing the computer to function as a storage unit that stores: object information about the first object and item information about the item possessed by the first object; and object information about the second object and item information about the item possessed by the second object. 12 . A recording medium, a computer-readable recording medium recording the game program according to claim 1 .
13. A game device having a processing unit for processing a game, wherein the game has the following function: an item can be supplied between a plurality of objects including a first object corresponding to a first player and a second object other than the first object in a virtual space, The processing unit comprises: a display control unit that controls display of the plurality of objects in the virtual space; a game control unit that processes the game; an information providing unit configured to provide first evaluation information from the first object to the article of the second object; as well as A replica providing unit generates a replica of the article of the second object based on the first evaluation information, and provides the replica to the first object.
14. Gaming system, including: A plurality of game devices having a processing unit for processing a game having a function of enabling an item to be supplied between a plurality of objects including a first object corresponding to a first player and a second object other than the first object in a virtual space; and a server capable of communicating with the plurality of gaming devices respectively, The processing unit comprises: a display control unit that controls display of the plurality of objects in the virtual space; a game control unit that processes the game; an information providing unit that provides first evaluation information from the first object to the article of the second object; and A replica providing unit generates a replica of the article of the second object based on the first evaluation information, and provides the replica to the first object.
15. The game processing method executed by the game system according to claim 14, comprising the following steps: controlling display of the plurality of objects in the virtual space; processing said game; giving the first evaluation information from the first object to the item of the second object; as well as Based on the first evaluation information, the replica of the item of the second object is generated, and the replica is provided to the first object.
