Game device, computer program product, storage medium, and game system

By introducing the loading unit, detection unit, control unit and granting unit into the electronic game, players are allowed to change the appearance order of the characters and grant privileges to the characters by operating the game media, which solves the problem of limited number of characters in existing games and improves the efficiency of the game. The fun experience and diversity of the game.

CN119339483AActive Publication Date: 2025-01-21BANDAI CO LTD
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Patent Information

Application Number
CN202411303866.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-10-31
Filing Date
2024-09-19
Publication Date
2025-01-21
Estimated Expiration
2044-09-19

AI Technical Summary

Technical Problem

In existing video games, there is usually an upper limit on the number of items or total spending that can be used, limiting the number of characters that can appear in a single game, resulting in limited player fun experience.

Method used

By introducing the placement unit, detection unit, control unit and granting unit into the game device, players are allowed to change the appearance order of characters by operating the game medium and grant privileges to the characters, thereby increasing the diversity of characters and the fun of the game.

Benefits of technology

It improves the fun experience of the game without increasing the complexity of the game, and increases the freedom of player operations and the diversity of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game device, a computer program product, a storage medium, and a game system for providing a game playing experience with improved fun experience. The game device is provided with: a placement unit configured so as to be able to place a game medium corresponding to a character; a detection means for detecting an operation on the one or more game media placed on the placement portion; a control means for controlling the progress of a game in which a character corresponding to the game medium placed on the placement part is played on the basis of the operation on the game medium detected by the detection means; and an imparting means for imparting privileges to characters, in which, when a predetermined operation is detected on the game medium, the control means changes a first character corresponding to the game medium to a second character corresponding to the game medium and causes the second character to exit in the game. The assigning unit assigns a first privilege to at least one of the first character and the second character.
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Description

Technical Field

[0001] The present invention relates to a game device, a program and a game system, and in particular to an electronic game that progresses by operating a game medium. Background Art

[0002] There is a game device that provides a gaming experience of an electronic game in which a character corresponding to an item appears (Patent Document 1).

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent Application Publication No. 2004-041740 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] In addition, in electronic games such as Patent Document 1, generally speaking, an upper limit is set on the number of items that can be used. Alternatively, in a method of determining the cost for each item, an upper limit is set on the total cost of items that can be used in one game. Therefore, in electronic games such as Patent Document 1, the number of characters that can appear in one game is limited, and the fun experience provided to the player may be limited.

[0008] An object of the present invention is to provide a game device, a program, and a game system for providing a game playing experience with enhanced fun experience.

[0009] Solutions for solving problems

[0010] A game device according to one embodiment of the present invention comprises: a loading portion configured to load game media corresponding to characters; a detection unit that detects operations on one or more game media loaded on the loading portion; a control unit that controls the progress of a game in which a character corresponding to the game medium loaded on the loading portion appears, based on the operations on the game medium detected by the detection unit; and a granting unit that grants privileges to the characters, wherein, upon detecting a prescribed operation on the game medium, the control unit changes a first character corresponding to the game medium into a second character corresponding to the game medium to make the second character appear in the game, and the granting unit grants a first privilege to at least any one of the first character and the second character.

[0011] Effects of the Invention

[0012] According to the present invention, a game playing experience with enhanced fun experience can be provided. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] Figure 1This is a block diagram illustrating a hardware configuration of a game device 100 according to the embodiment and modified examples of the present invention.

[0014] Figure 2 The diagrams illustrate the appearance of a game device 100 according to the embodiment and modified examples of the present invention.

[0015] Figure 3 The diagrams illustrate game fields used in fighting games according to the embodiments and modifications of the present invention.

[0016] Figure 4 It is a diagram for explaining SW operations according to the embodiment and modification examples of the present invention.

[0017] Figure 5 The diagrams illustrate displays showing operation methods of SW operations according to the embodiment and modification examples of the present invention.

[0018] Figure 6 This is a flowchart illustrating a battle game process executed in the game device 100 according to the embodiment and the modification of the present invention.

[0019] Figure 7 This is a flowchart illustrating a turn process executed in the game device 100 according to the embodiment and the modification of the present invention. DETAILED DESCRIPTION

[0020] [Implementation Method 1]

[0021] The following embodiments are described in detail with reference to the accompanying drawings. In addition, the following embodiments are not intended to limit the invention involved in the claims. In addition, the combination of features described in the embodiments is not necessarily required for the invention. Two or more of the multiple features described in the embodiments may also be combined arbitrarily. In addition, the same or similar structures are marked with the same figure numerals, and repeated descriptions are omitted.

[0022] One embodiment described below describes an example of applying the present invention to the following game device as an example of a game device: the game device can execute a battle game that progresses by operating a character card corresponding to a character. However, the present invention can be applied to any device that can execute a game that progresses by operating a game medium corresponding to a character. That is, the implementation of the present invention is not limited to a battle game.

[0023] 《Hardware Structure of Gaming Devices》

[0024] Figure 1 1 is a block diagram showing the hardware configuration of the game device 100 according to the present embodiment.

[0025] The control unit 101 is a processor such as a CPU, and performs control on the operation of each hardware of the game device 100 and the realization of various functions including the function of providing a game experience. Specifically, the control unit 101 performs the control by, for example, reading a required program stored in the storage device 102, expanding it in the memory 103, and executing the program.

[0026] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. In addition to storing an operating system for operating the game device 100 and programs related to games that provide a game experience, the storage device 102 also stores information on parameters required to implement various controls and various data related to games that provide a game experience. The memory 103 is a storage device for temporary data storage, such as a volatile memory. The memory 103 can be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0027] The GPU 104 is a rendering device that performs various rendering processes related to the generation of game screens, other screens, and images presented during the provision of a game play experience. The GPU 104 includes a GPU memory (not shown), and the GPU 104 expands various graphics data read from the storage device 102 and performs predetermined operations to generate various images represented by screens. The screens and images generated by the GPU 104 are displayed on, for example, a display device included in the presentation device 110 provided in the game device 100, and are thereby presented to the player.

[0028] The presentation device 110 is a device having an information presentation function provided by the game device 100. In one embodiment, the presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by the GPU 104. In addition, the information presentation unit in the game device 100 is not limited to a device for realizing visual information presentation such as a display device and a lighting device, and may also include other types of information presentation units such as a sound output device such as a speaker for realizing auditory information presentation and a force presentation device for realizing tactile information presentation. In this case, the information presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time.

[0029] The operation I / F 105 is a user interface for accepting operation inputs provided by the game device 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one embodiment, the operation I / F 105 includes, for example, operation members such as a button for decision input and a button for selection input, various sensors, and the like. In addition, in an embodiment in which the presentation device 110 includes a display device capable of detecting touch inputs, the operation I / F 105 includes a touch input detection sensor provided on the display device.

[0030] The communication I / F 106 is a communication interface between the game device 100 and an external device. The information communication between the communication I / F 106 and the external device can be performed via a wide area communication network (WAN) such as the Internet, or via a LAN, etc. The information communication performed by the communication I / F 106 can also be performed by either wired or wireless, and in the case of the latter, for example, it can also include short-distance wireless communication and near-field wireless communication.

[0031] The payment device 120 is a device for accepting payment of the price related to the use of the game device 100. The price can be considered to have been paid, for example, by inserting a specified amount of coins or equivalent tokens into an inlet not shown, or completing a settlement process based on communication between chips related to the same specified electronic currency. When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101. In the following description, unless otherwise specified, it is assumed that when the game device 100 detects the payment of the price in a state (standby state) that is not used by any player, the state is switched to a state that can provide a game experience and start providing services to the player.

[0032] The reader 130 is a device provided in the game device 100 for acquiring information from a real object. As for the information acquisition method of the reader 130, for example, a method of reading a code attached to the appearance of the real object by a camera device can be used. In other methods, as for the information acquisition method of the reader 130, any information acquisition method can be adopted, such as a method of reading information from a predetermined chip built into the real object, a method of monitoring the input state of a predetermined switch of the mounting part when the real object is mounted on the game device 100, a conduction state of a connection terminal, etc. The information acquired by the reader 130 is transmitted to the control unit 101, and is used, for example, to control the progress of the game and the content of service provision.

[0033] The providing device 140 is a device having a function of providing real items stored in advance. The game device 100 of this embodiment is configured such that when a prescribed condition is satisfied, such as when the service provision starts, the providing device 140 accepts the control of the control unit 101 to provide a prescribed number of real items. In one embodiment, the providing device 140 can provide the real items stored in the built-in storage container in the order in which they are stored. In addition, in other embodiments, the providing device 140 can also provide the real items after performing prescribed processing on the stored real items. In one embodiment, the real items provided by the providing device 140 can also be items with information that can be obtained by the reader 130.

[0034] In this embodiment, these hardware structures are set to be built into the housing of the game device 100 for explanation, but the implementation of the present invention is not limited to this. For example, at least one of the presentation device 110, the payment device 120, the reader 130, and the providing device 140 may be provided outside the housing of the game device 100 and configured to be used by connecting to the game device 100.

[0035] 〈Details of the display device〉

[0036] like Figure 2 As shown, the presentation device 110 of this embodiment is configured to include a first display unit 111 and a second display unit 112 .

[0037] The first display unit 111 is a display device that is configured to also serve as the reader 130, and is also configured as a loading unit that can load actual items used for games (hereinafter, sometimes referred to as game media). The first display unit 111 is a display device that presents a display screen in a rear projection manner, for example, and intermittently photographs the game medium placed on the loading surface (display surface) from the back to identify the game medium, detect the loading position of the game medium, and obtain information attached to the game medium. The loading surface of the first display unit 111 is not only used to obtain information from the game medium, but is also configured to enable game operation input by moving the game medium on the loading surface. In the following, the loading surface of the first display unit 111 is sometimes simply referred to as a loading unit.

[0038] The reader 130 can acquire information attached to the game medium placed on the placement unit. The game medium usable in the game device 100 of this embodiment is composed of a card body, including a character card corresponding to a character associated with the battle game and a player card having information related to the player.

[0039] The reader 130 obtains information (character ID) for uniquely identifying a character corresponding to the character card from the character card placed on the placement unit. The storage device 102 includes a character DB for managing various information (character information) about characters that appear in the battle game executed in the game device 100. Based on the obtained character ID, the character information corresponding to the character card can be obtained from the character DB for use in the battle game. That is, when a player plays the battle game, he can place a character card on the placement unit to make a character corresponding to the character card appear in the battle game as a character used by the player.

[0040] In addition, the reader 130 obtains information (player ID) attached to the player card for uniquely identifying the player from the player card placed on the placement portion. The control unit 101 can obtain player information including various information related to the player based on the player ID. The player information is managed, for example, in an external server (not shown) that can communicate with the game device 100 via a network, and is configured so that the player information can be obtained in the game device 100 regardless of which game device 100 the player uses. In addition, in the present embodiment, it is assumed that the player information is obtained based on the player ID obtained from the player card placed on the placement portion for explanation, but the implementation of the present invention is not limited to this, and can also be configured so that the player information can be directly obtained from the player card.

[0041] In addition, the player card is not only used as a game medium for obtaining a player ID, but can also be used as a character card corresponding to a player's unique character that can be customized by the player. In such a mode, the player information includes information such as parameters on the battle game related to the player's unique character.

[0042] As described above, in the game device 100 of the present embodiment, it is configured so that by placing the character card on the first display unit 111 as a loading unit, a character corresponding to the character card can appear in the battle game being played. In addition, the reader 130 also obtains the position of the game medium (character card and player card) loaded on the loading unit. The information on the position of each game medium obtained by the reader 130 is detected as the operation of the player in the battle game in accordance with its movement migration. That is, the player can perform an operation to move the character card on the loading unit during the execution of the battle game, thereby performing, for example, a change in the position of the character in the battle game, a change in the role, and an operation input for specifying a specific command.

[0043] In contrast, the second display unit 112 disposed above the first display unit 111 is a display device such as an LCD. The second display unit 112 is tilted so that actual game items cannot be placed thereon, and is only used for information presentation.

[0044] 《Battle Game Overview》

[0045] Next, a battle game that provides a game playing experience in the game device 100 of the present embodiment will be described.

[0046] The battle game that provides a game playing experience in the game device 100 is a battle game in which the characters used by each player battle against other players who use other game devices 100 at the same time, or against NPCs (Non-Player Characters). The characters used by each player are registered based on the game medium placed by the player on the placement surface of the first display unit 111. The character groups registered with respect to each player are managed as teams, and the battle game is performed between the team on the player side and the team on the opponent side.

[0047] The battle game starts when the payment device 120 detects that a price has been paid. The battle game includes a "matching phase" for matching players with opponents, and an "execution phase" for providing a game experience related to the battle game (enabling the player to experience a game set up for the battle game). In the matching phase, the player can choose to play against other players who are using the game device 100 at the same time or against NPCs. The former is selected after the price is paid based on the player's operations related to the matching request (menu selection, etc.), and the latter is selected when no matching request is made or a matching request is made but no player who becomes the opponent is matched.

[0048] The battle game is a turn-based game that progresses through multiple rounds, and the player performs operation inputs related to the battle game in each round. Each round consists of a combat phase and an action phase. In the combat phase, operations are performed to specify the actions of the characters of the player's team in that round. In the action phase, the actions specified by the player and the opponent for each team in the combat phase are resolved, and the status of the team is changed.

[0049] In the battle game, when the player is requested to operate the character card, the first display unit 111 basically displays the following Figure 3 The game field 300 that serves as the basis for the arrangement of the character cards is shown. During the battle, the player can designate that the character corresponding to the character card performs an attack action against the opponent's team by arranging the character card in the attack area 301, which is the first area involved in the present invention. In addition, the player can designate that the character corresponding to the character card does not participate in the attack action against the opponent's team, but performs a recovery action by arranging the character card in the auxiliary area 302, which is the second area involved in the present invention.

[0050] In the battle game of this embodiment, "energy" as a parameter for performing attack actions is managed for each character. The character can perform an attack action by consuming energy. Here, the degree of influence caused to the opponent's team by one attack action of the character (for example, the amount of damage caused by the attack action) varies according to the amount of energy consumed. The degree of energy consumed in relation to the attack action can be specified by the position of the corresponding character card arranged in the attack area 301.

[0051] like Figure 3 As shown, the attack area 301 is divided into three areas (301a, 301b, 301c). Figure 3 The game field 300 shows the position of the player using the game device 100 ( Figure 2 The display of the first display unit 111 as seen from the left side of the side view of the game (see FIG. 1 ) is arranged in the order of auxiliary area 302, area 301c, area 301b, and area 301a from the front to the depth. The areas in the attack area 301 are set to consume different amounts of energy when performing each attack action, and are set so that the farther the area is from the player, the more energy is consumed. That is, the player can specify that the character corresponding to the character card takes an attack action that has a greater impact on the opponent's team by placing the character card in the attack area 301 farther away from the player.

[0052] On the other hand, if a relatively strong (high-ability) character can continuously take powerful attack actions in each round, the player who has the character card corresponding to the character becomes advantageous, and fairness between players cannot be ensured. Therefore, the battle game is designed so that a character with less energy is easily unable to act when being injured by the attack actions of the opponent's character. Basically, the energy of each character can be restored by making the character take recovery actions in the round. When the player wants to restore / accumulate the energy of the character, the character card corresponding to the character is arranged in the auxiliary area 302 during the battle process.

[0053] Therefore, each player needs to appropriately determine the extent to which the energy consumption of the characters in his team should be used to perform attack actions, or to place them in the auxiliary area 302 to restore their energy, according to the progress of the battle game, so as to construct a strategy for each round.

[0054] <ability>

[0055] In the battle game of this embodiment, each character is set with at least one inherent ability. For each ability, the activation conditions and the effects in the game produced when activated are different, and each player needs to take the ability set for the character into consideration to consider the character that should be registered as a team.

[0056] On the other hand, if, for example, the service provision of a battle game is prolonged, the information of the character cards corresponding to the characters with advantageous status and abilities is shared, and thus the character cards used by each player in the battle game may become limited. In addition, coupled with the influence of the above-mentioned problems, the characters that appear in the battle game become limited, and the fun experience provided to the players may also become limited. In other words, it is also possible that due to the continuation of such a limited fun experience, the interest of the players in the battle game will fade, and as a result, the players will no longer be interested in the game.

[0057] Therefore, in the battle game of this embodiment, the character card is associated with two characters, and a switching ability (hereinafter referred to as SW ability) is introduced to switch between the characters that appear in the battle game during the execution of the battle game. That is, by using a character card (hereinafter referred to as SW card) set with a SW ability, the player can start the battle game with one of the two characters corresponding to the card (the initial character) registered in the team, and then, during the execution of the battle game, the player can switch from the character to the other character (the replacement character) by activating the SW ability.

[0058] The SW capability is controlled to be activated by performing a prescribed operation (hereinafter referred to as SW operation) related to character switching on the SW card in the battle game. That is, when a SW operation is detected in the battle game, the control unit 101 performs the following control: the initial character corresponding to the SW card as the operation target is separated from the team, and instead, the replacement character is registered in the team to make it appear in the battle game.

[0059] In the battle game of this embodiment, the SW capability is controlled to become activatable when the battle game progresses to a predetermined stage. Here, the predetermined stage can be determined, for example, after a fixed number of rounds, or can be determined in association with the state of the team of the players in the battle game being executed (for example, the team's overall strength is reduced by 50% of the overall strength at the beginning, etc.). When the SW capability becomes activatable, the control unit 101, for example, causes the presentation device 110 to display a notification indicating this in the battle game screen, and controls the reader 130 to detect SW operation for the SW card.

[0060] In this embodiment, the SW card is repeatedly placed on the loading portion. Figure 4 As shown, the SW operation is accepted along the operation of moving linearly in the left-right direction when the game device 100 is viewed from the front (from the position of the player when using the game device 100). In addition, in order to appropriately convey the operation method of the SW operation to the player, for example Figure 5As shown in FIG. 1 , the notification indicating that the SW capability has become activatable also includes a display for specifically explaining the operation method of the SW operation. Figure 5 In the example shown in FIG. 1 , the display related to the operation method of the SW operation is shown in the form of a still image, but for example, a series of actions of the SW card to be actually performed may be shown in a moving image.

[0061] In addition, in this embodiment, the SW operation is described as an operation of linearly moving the SW card in the left-right direction on the placement portion, but other operations may be adopted, which is self-evident. For example, as an operation of linearly moving, an operation of repeatedly moving the SW card in the depth direction on the placement portion may be adopted.

[0062] In addition, the SW operation is controlled so that the SW operation is accepted regardless of whether the position of the game field 300 where the SW card to be operated is arranged is in the attack area 301 or the auxiliary area 302. At this time, the acceptance of the SW operation and the activation of the SW ability are controlled so that they can be performed on the condition that the initial character corresponding to the SW card has not reached a state such as an incapable state, and the initial character is in a state that can be operated in the battle game, so as to match the progress of the battle game.

[0063] In addition, in order to increase the number of characters that players can use in a battle game, it is also possible to configure the character deck used by a player in one battle game to include multiple SW cards. On the other hand, since changing the composition of the characters belonging to the team can prevent the strategy formed by the opponent from functioning well, the activation of the SW ability is limited to one character (one SW card) in one round.

[0064] Privilege Grant

[0065] In order to promote the use of such SW cards and provide players with a highly interesting game experience, in the battle game of this embodiment, control is performed so that privileges that make the progress of the battle game more favorable are granted when the SW card is used in the game. Privileges can be granted to at least any one of the characters (initial characters and replacement characters) corresponding to the SW card. Privileges are used to apply specific effects in the battle game, and therefore include the following two types that are granted at different times.

[0066] The first privilege (first privilege) associated with the SW card is granted at the start of the battle game (at the start of the first round). The first privilege is used to continuously apply the effect during the execution of the battle game, and is controlled to be granted only once in one battle game. In this embodiment, the effect associated with the first privilege can be applied to both the initial character and the replacement character corresponding to the SW card, and when the replacement character appears due to the activation of the SW ability, the replacement character becomes in a state where the effect is applied.

[0067] In contrast, the second privilege (second privilege) associated with the SW card is granted at the beginning of the action process of each round of the battle game. That is, the second privilege is a privilege that can be granted in each round of the battle game and can be granted multiple times during the entire process of one battle game. In the battle game of this embodiment, whether the second privilege is granted is controlled based on the area in the game field 300 where the SW card is configured at the time of granting the second privilege. In more detail, regarding the second privilege, when the SW card is configured in the attack area 301 at the time of granting the second privilege, the second privilege is granted to the character corresponding to the SW card. On the other hand, when the SW card is configured in the auxiliary area 302 at the time of granting, the second privilege is controlled not to be granted to the character corresponding to the SW card.

[0068] Here, the effect (effect at the beginning) applied by the first privilege and the effect (effect per round) applied by the second privilege are different as follows. The effect at the beginning is for the initial character and replacement character corresponding to the SW card, so that the parameters that directly affect the team of the opponent, such as attack power, damage improvement, defense power improvement, critical hit rate improvement, etc., become a favorable state (about the parameters that have an effect on the opponent, increase the amount of action). On the other hand, the effect per round is for the initial character and replacement character corresponding to the SW card that appear in the battle game, so that the parameters that do not directly affect the team of the opponent, such as energy recovery, become a favorable state (the parameters that do not have a direct effect on the opponent are set to a favorable value). In one aspect, the energy recovery effect can further expand the scope of the player's actions and strategies in each round, so compared with the first privilege, the second privilege is a privilege that makes the progress of the battle game more favorable.

[0069] Battle Game Processing

[0070] Regarding the fighting game processing executed in the game device 100 of the present embodiment having such a structure, the fighting game processing is performed using Figure 6 The specific processing is described with reference to the flowchart. The processing corresponding to the flowchart can be realized by the control unit 101, for example, reading the corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing the processing program.

[0071] In addition, the description is made assuming that the present fighting game process is started, for example, when a match related to the fighting game is established. In addition, in the description of the present fighting game process, unless otherwise specified, it is assumed that the GPU 104 performs a process of generating a screen to be displayed on the first display unit 111 and the second display unit 112 at a predetermined interval, and the control unit 101 performs control to display the generated screen on the first display unit 111 or the second display unit 112. In addition, it is assumed that before executing the present fighting game process, the player places the character card on the placement unit and completes the registration of the character of the team used in the fighting game.

[0072] In S601, the control unit 101 determines whether the character card set used by the player includes a SW card. If the control unit 101 determines that the character card set used by the player includes a SW card, the process moves to S602, and if the control unit 101 determines that the character card set used by the player does not include a SW card, the process moves to S603.

[0073] In S602 , the control unit 101 grants the first privilege to the initial character and the replacement character corresponding to the SW card included in the character card used by the player, and activates the start effect related to the first privilege.

[0074] In S603 , the control unit 101 executes the turn processing related to the current turn.

[0075] 〈Turn Processing〉

[0076] Here, regarding the round processing performed in this step, refer to Figure 7 The flowchart is used to illustrate the details.

[0077] In S701, the control unit 101 starts processing related to the battle progress of the current round.

[0078] In S702, the control unit 101 determines whether the character cards used by the player include a SW card corresponding to a character that satisfies the activation conditions of the SW ability. If the control unit 101 determines that a SW card that satisfies the activation conditions of the SW ability is included, the process moves to S703. If the control unit 101 determines that a SW card that satisfies the activation conditions of the SW ability is not included, the process moves to S706.

[0079] In S703, the control unit 101 causes the presentation device 110 to present a notification indicating that the activation condition of the SW capability is satisfied. At this time, the control unit 101 controls the presentation device 110 to also display the operation method of the SW operation.

[0080] In S704, the control unit 101 determines whether a SW operation on a SW card that satisfies the activation condition of the SW capability is detected. If the control unit 101 determines that a SW operation on the SW card is detected, the process moves to S705, and if the control unit 101 determines that a SW operation on the SW card is not detected, the process moves to S706.

[0081] In S705, the control unit 101 removes the initial character corresponding to the SW card whose SW operation is detected in S704 from the player's team, and registers a replacement character corresponding to the SW card in the player's team instead of the initial character.

[0082] In S706, the control unit 101 determines whether the end condition of the operation process is satisfied. The end condition of the operation process is determined, for example, based on the elapsed time from the start of the operation process-related processing in S701, and the end condition of the operation process can be set to be satisfied when the elapsed time reaches a predetermined time. If the control unit 101 determines that the end condition of the operation process is satisfied, the processing moves to S707, and if the control unit 101 determines that the end condition of the operation process is not satisfied, the processing returns to S702.

[0083] In S707 , the control unit 101 determines the actions of each character of the player's team in the current turn based on the placement position of each character card used by the player in the placement unit.

[0084] In S708 , the control unit 101 starts processing related to the action progress of the current round.

[0085] In S709, the control unit 101 determines whether the character card set used by the player includes a SW card. If the control unit 101 determines that the character card set used by the player includes a SW card, the process moves to S710, and if the control unit 101 determines that the character card set used by the player does not include a SW card, the process moves to S712.

[0086] In S710, the control unit 101 determines whether the arrangement position of the SW card used by the player on the loading unit is included in the attack area 301. If the control unit 101 determines that the arrangement position of the SW card is included in the attack area 301, the process moves to S711, and if the control unit 101 determines that the arrangement position of the SW card is not included in the attack area 301, the process moves to S712.

[0087] In S711 , the control unit 101 grants the second privilege to the character corresponding to the SW card used by the player, and activates the per-turn effect related to the second privilege.

[0088] In S712, the control unit 101 performs processing for presenting the action results related to the current round. The processing of this step includes: sending information about the actions of each character of the player's team determined in S707 to an external server not shown in the figure, and sequentially receiving information about the processing results of the processing related to the action resolution performed by the external server based on this information and the information about the actions of each character of the opponent's team sent in the same way, and the control unit 101 performs information presentation control based on the information of the processing results. In addition, during the process of this step, the operation input received from the player can also be sent to the external server, and the operation input can be reflected in the processing related to the action resolution performed in the external server. When the presentation of the action results related to the current round is completed, the control unit 101 ends the processing of this round.

[0089] When the turn processing is completed, the control unit 101 determines whether the end condition of the battle game is satisfied in S604 of the battle game processing. The end condition of the battle game can be satisfied, for example, when the total strength of one of the teams reaches 0. If the control unit 101 determines that the end condition of the battle game is satisfied, the processing moves to S606, and if it determines that the end condition of the battle game is not satisfied, the processing moves to S605.

[0090] In S605 , the control unit 101 ends the current round, advances the round number to the next round, and returns the process to S603 .

[0091] On the other hand, when it is determined in S604 that the end condition of the fighting game is satisfied, the control unit 101 executes the end processing of the fighting game such as presenting the result of the fighting game in S606, and completes the fighting game processing.

[0092] As described above, according to the game device of this embodiment, it is possible to provide a game playing experience with enhanced fun experience.

[0093] In addition, in this embodiment, it is explained that the first privilege is granted to the initial character and the replacement character corresponding to the SW card at the beginning of the battle game, but the implementation of the present invention is not limited to this. The object of granting the first privilege can also be any one of the initial character and the replacement character.

[0094] In addition, in this embodiment, the activation condition of the SW ability is satisfied when the battle game progresses to a fixed number of rounds, but the implementation of the present invention is not limited to this. The activation condition of the SW ability can also be determined based on other progress of the battle game, for example, it can also be determined based on the state of the initial character corresponding to the SW card.

[0095] [Implementation Method 2]

[0096] In the above-mentioned embodiment, the SW ability is activated by performing a SW operation during the combat process after the activation condition of the SW ability is satisfied, but the implementation of the present invention is not limited to this. For example, the activation condition of the SW ability may be satisfied during the action process, and the SW ability may be activated by requesting a SW operation from the player when the condition is satisfied.

[0097] On the other hand, in such a method, the player needs to perform the SW operation without missing the opportunity to meet the activation conditions of the SW ability, which may increase the difficulty of playing the game. Therefore, in the fighting game of this embodiment, the activation reservation of the SW ability can be made through the SW operation of the player. Moreover, it is configured to activate the SW ability according to the progress of the fighting game after the activation reservation is made.

[0098] For example, the control unit 101 causes the presentation device 110 to present a notification indicating that a SW capability activation reservation can be made during the combat process of a specified round, and accepts a SW operation for a SW card. That is, for a SW card, a change (replacement) reservation from an initial character to a replacement character is accepted. Then, the control unit 101 performs the following control: when a SW operation is detected, the information on the activation reservation of the SW capability is saved in, for example, the memory 103, and then, based on whether the activation conditions of the SW capability determined for the progress of the battle game are met, the processing related to the activation of the SW capability is performed.

[0099] [Modification 1]

[0100] In the above-mentioned second embodiment, the SW capability is controlled to be activated according to the progress of the competitive game after the activation of the SW capability is scheduled, but the implementation of the present invention is not limited to this. The activation of the SW capability after the activation is scheduled may be performed after a predetermined time has passed since the activation is scheduled.

[0101] [Modification 2]

[0102] In addition, if the game progresses in a way that the player did not expect after the activation reservation of the SW ability is made as described above, the game may not develop in an ideal way because the reserved SW ability is still activated. In such a situation, it may be harsh for the player to be unable to cancel the SW ability that was once scheduled to be activated. Therefore, it may be configured so that the activation reservation that was once made can be canceled on the condition that the SW ability related to the activation reservation has not yet been activated.

[0103] In one embodiment, the activation reservation of the SW capability may be canceled on the condition that a SW operation is performed on a SW card different from the SW card for which the activation reservation is performed. In this case, the control unit 101 controls in the following manner: the activation reservation of the SW capability for the SW card for which the SW operation is detected most recently is canceled, and the activation reservation of the SW capability is set to be performed on the SW card for which the SW operation is performed last.

[0104] [Variation 3]

[0105] In the above-mentioned embodiments and variations, it is described that the character deck used by the player can include multiple SW cards and only one SW card can activate the SW ability in one round, but the implementation of the present invention is not limited to this. In order to further improve the strategic nature of the battle game, the number of times the SW ability can be activated in one battle game can also be limited to one time.

[0106] That is, the control unit 101 controls in the following manner: after a SW ability is activated once in the battle game, the SW ability is not activated even if a SW operation is performed on other SW cards. That is, the control unit 101 controls in the following manner: after a character corresponding to any SW card in the character deck used by the player is changed from an initial character to a replacement character, the characters corresponding to other SW cards are not changed from the initial character to the replacement character.

[0107] [Summary of Implementation Methods]

[0108] The above-mentioned embodiments disclose at least the following game devices, programs, and game systems.

[0109] (1) A gaming device comprising:

[0110] A loading unit configured to load a game medium corresponding to a character;

[0111] a detection unit configured to detect an operation on one or more of the game media placed on the placement portion;

[0112] a control unit that controls the progress of a game in which a character corresponding to the game medium placed on the placement portion appears, based on the operation on the game medium detected by the detection unit; and

[0113] grant units, which grant privileges to roles,

[0114] When a predetermined operation on the game medium is detected, the control unit changes a first character corresponding to the game medium to a second character corresponding to the game medium to make the second character appear in the game,

[0115] The granting unit grants a first privilege to at least any one of the first role and the second role.

[0116] (2) The gaming device described in (1), wherein:

[0117] The loading portion includes a first area and a second area,

[0118] The granting unit grants a second privilege different from the first privilege to at least one of the first character and the second character corresponding to the game medium placed in the first area,

[0119] The granting unit does not grant the second privilege to the first character and the second character corresponding to the game medium placed in the second area.

[0120] (3) The gaming device described in (2), wherein:

[0121] The granting unit grants the first privilege only once for each play of the game, and grants the second privilege a plurality of times.

[0122] (4) The gaming device described in (2) or (3), wherein:

[0123] The granting unit makes a time period for granting the first privilege different from a time period for granting the second privilege.

[0124] (5) The gaming device described in any one of (2) to (4), wherein:

[0125] The game is a battle game,

[0126] The granting unit grants the first privilege when a match of the game starts, and grants the second privilege during the match of the game.

[0127] (6) The gaming device described in (5), wherein:

[0128] The first privilege is a privilege that changes the parameter affecting the opponent into a favorable state.

[0129] The second privilege is a privilege for bringing a parameter that does not affect the opponent into a favorable state.

[0130] (7) The gaming device described in any one of (2) to (5), wherein:

[0131] The second privilege is a privilege that makes the progress of the game more advantageous than the first privilege.

[0132] (8) The gaming device described in any one of (2) to (7), wherein:

[0133] The control unit, when detecting the predetermined operation, changes the first character corresponding to the game medium to the second character to make the second character appear in the game regardless of the region where the game medium is placed.

[0134] (9) The gaming device described in any one of (1) to (8), wherein:

[0135] The control unit makes a reservation for changing from the first character to the second character with respect to the game medium, on the condition that the predetermined operation with respect to the game medium is detected.

[0136] (10) The gaming device described in (9), wherein:

[0137] The control unit changes the first character corresponding to the corresponding game medium to the second character according to the progress of the game after the change reservation is made, and causes the second character to appear in the game.

[0138] (11) The gaming device described in (9), wherein:

[0139] After a predetermined time has passed since the change reservation was made, the control unit changes the first character corresponding to the corresponding game medium to the second character to make the second character appear in the game.

[0140] (12) The gaming device described in any one of (9) to (11), wherein:

[0141] After the change reservation is made, the control unit changes the first character to the second character and causes the second character to appear in the game on the condition that the first character corresponding to the corresponding game medium is in a predetermined state.

[0142] (13) The gaming device described in (12), wherein:

[0143] The predetermined state is a state in which the first character corresponding to the corresponding game medium can be operated in the game and can initiate a predetermined action.

[0144] (14) The gaming device described in any one of (9) to (13), wherein:

[0145] The control unit accepts the cancellation of the change reservation when the change from the first character to the second character has not been made for any of the game media.

[0146] (15) The gaming device according to (14), wherein:

[0147] When the predetermined operation is detected for a plurality of the game media, the control unit cancels the change reservation for the game medium in which the predetermined operation was detected most recently.

[0148] (16) The gaming device described in any one of (1) to (15), wherein:

[0149] The control unit controls so that after a change from the first character to the second character is made on any of the game media, even if the predetermined operation is detected, the game medium on which the predetermined operation was made is not changed from the first character to the second character.

[0150] (17) The gaming device described in any one of (1) to (16), wherein:

[0151] The predetermined operation is an operation of linearly moving the game medium on the mounting portion.

[0152] (18) The gaming device described in (17), wherein:

[0153] The game device specifies the position of the player when using it,

[0154] The predetermined operation is an operation of moving the game medium on the placing section in the left-right direction when the placing section is viewed from the player.

[0155] (19) The gaming device described in (17) or (18), wherein:

[0156] The predetermined operation is detected under the condition that the movement operation is repeatedly performed a predetermined number of times or more within a predetermined period.

[0157] (20) The gaming device described in any one of (1) to (19), wherein:

[0158] A display control unit is further provided, the display control unit causing a display unit to display the progress of the game,

[0159] The display control unit causes the display unit to further display an operation method of the predetermined operation.

[0160] (21) The gaming device described in (20), wherein:

[0161] The control unit accepts the predetermined operation on one or more of the game media placed on the placement unit on the condition that the progress of the game reaches a predetermined stage,

[0162] The display control unit causes the display unit to display the operation method of the predetermined operation on the condition that the progress of the game reaches the predetermined stage.

[0163] (22) A program for causing a computer to function as each unit of the game device described in any one of (1) to (21).

[0164] (23) A game system comprising a game device and a game medium corresponding to a character, wherein:

[0165] The gaming device comprises:

[0166] a loading unit configured to load the game medium;

[0167] a detection unit configured to detect an operation on one or more of the game media placed on the placement portion;

[0168] a control unit that controls the progress of a game in which a character corresponding to the game medium placed on the placement portion appears, based on the operation on the game medium detected by the detection unit; and

[0169] grant units, which grant privileges to roles,

[0170] When a predetermined operation on the game medium is detected, the control unit changes a first character corresponding to the game medium to a second character corresponding to the game medium to make the second character appear in the game,

[0171] The granting unit grants a first privilege to at least any one of the first role and the second role.

[0172] [Other embodiments]

[0173] The invention is not limited to the above-described embodiment, and various modifications and changes can be made within the scope of the gist of the invention.

[0174] Description of Reference Numerals

[0175] 100: gaming device; 101: control unit; 102: storage device; 103: memory; 104: GPU; 110: presentation device; 105: operation I / F; 106: communication I / F; 120: payment device; 130: reader; 140: providing device.

Claims

1. A gaming device comprising: A loading unit configured to load a game medium corresponding to a character; a detection unit configured to detect an operation on one or more of the game media placed on the placement portion; a control unit that controls the progress of a game in which a character corresponding to the game medium placed on the placement portion appears, based on the operation on the game medium detected by the detection unit; as well as grant units, which grant privileges to roles, When a predetermined operation on the game medium is detected, the control unit changes a first character corresponding to the game medium to a second character corresponding to the game medium to make the second character appear in the game, The granting unit grants a first privilege to at least any one of the first role and the second role.

2. The game device according to claim 1, wherein: The loading portion includes a first area and a second area, The granting unit grants a second privilege different from the first privilege to at least one of the first character and the second character corresponding to the game medium placed in the first area, The granting unit does not grant the second privilege to the first character and the second character corresponding to the game medium placed in the second area.

3. The game device according to claim 2, wherein: The granting unit grants the first privilege only once for each play of the game, and grants the second privilege a plurality of times.

4. The game device according to claim 2, wherein: The granting unit makes a time period for granting the first privilege different from a time period for granting the second privilege.

5. The game device according to claim 2, wherein: The game is a battle game, The granting unit grants the first privilege when a match of the game starts, and grants the second privilege during the match of the game.

6. The game device according to claim 5, wherein: The first privilege is a privilege that changes a parameter affecting the opponent into a favorable state. The second privilege is a privilege for bringing a parameter that does not affect the opponent into a favorable state.

7. The game device according to claim 2, wherein: The second privilege is a privilege that makes the progress of the game more advantageous than the first privilege.

8. The game device according to claim 2, wherein: The control unit, when detecting the predetermined operation, changes the first character corresponding to the game medium to the second character to make the second character appear in the game regardless of the region where the game medium is placed.

9. The game device according to claim 1, wherein: The control unit makes a reservation for changing from the first character to the second character with respect to the game medium, on the condition that the predetermined operation with respect to the game medium is detected.

10. The game device according to claim 9, wherein: The control unit changes the first character corresponding to the corresponding game medium to the second character according to the progress of the game after the change reservation is made, and causes the second character to appear in the game.

11. The game device according to claim 9, wherein: After a predetermined time has passed since the change reservation was made, the control unit changes the first character corresponding to the corresponding game medium to the second character to make the second character appear in the game.

12. The game device according to claim 9, wherein: After the change reservation is made, the control unit changes the first character to the second character and causes the second character to appear in the game on the condition that the first character corresponding to the corresponding game medium is in a predetermined state.

13. The game device according to claim 12, wherein: The predetermined state is a state in which the first character corresponding to the corresponding game medium can be operated in the game and can initiate a predetermined action.

14. The game device according to claim 9, wherein: The control unit accepts the cancellation of the change reservation when the change from the first character to the second character has not been made for any of the game media.

15. The game device according to claim 14, wherein: When the predetermined operation is detected for a plurality of the game media, the control unit cancels the change reservation for the game medium in which the predetermined operation was detected most recently.

16. The game device according to claim 1, wherein: The control unit controls so that after a change from the first character to the second character is made on any of the game media, even if the predetermined operation is detected, the game medium on which the predetermined operation was made is not changed from the first character to the second character.

17. The game device according to claim 1, wherein: The predetermined operation is an operation of linearly moving the game medium on the mounting portion.

18. The game device according to claim 17, wherein: The game device specifies the position of the player when using it, The predetermined operation is an operation of moving the game medium on the placing section in the left-right direction when the placing section is viewed from the player.

19. The game device according to claim 17, wherein: The predetermined operation is detected under the condition that the movement operation is repeatedly performed a predetermined number of times or more within a predetermined period.

20. The game device according to claim 1, wherein: A display control unit is further provided, the display control unit causing a display unit to display the progress of the game, The display control unit causes the display unit to further display an operation method of the predetermined operation.

21. The game device according to claim 20, wherein: The control unit accepts the predetermined operation on one or more of the game media placed on the placement unit on the condition that the progress of the game reaches a predetermined stage, The display control unit causes the display unit to display the operation method of the predetermined operation on the condition that the progress of the game reaches the predetermined stage.

22. A computer program product comprising a program for causing a computer to function as each unit of the game device according to any one of claims 1 to 21.

23. A storage medium storing a program for causing a computer to function as each unit of the game device according to any one of claims 1 to 21.

24. A game system, comprising a game device and a game medium corresponding to a character, wherein: The gaming device comprises: a loading unit configured to load the game medium; a detection unit configured to detect an operation on one or more of the game media placed on the placement portion; a control unit that controls the progress of a game in which a character corresponding to the game medium placed on the placement portion appears, based on the operation on the game medium detected by the detection unit; as well as grant units, which grant privileges to roles, When a predetermined operation on the game medium is detected, the control unit changes a first character corresponding to the game medium to a second character corresponding to the game medium to make the second character appear in the game, The granting unit grants a first privilege to at least any one of the first role and the second role.

Citation Information

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