Recording medium, game device, and provision management device
By designing a mechanism to continuously give the first game element and discontinuously give the second game element in the battle game, the problem of maintaining the player's interest is solved and a highly interesting game experience is achieved.
Patent Information
- Application Number
- CN202510062169.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-02-19
- Filing Date
- 2025-01-15
- Publication Date
- 2025-03-28
AI Technical Summary
In battle games, keeping players interested and interesting in the game is a challenge.
By designing a recording medium and a gaming device, the program causes the computer to execute the battle game and gives the player the first and second game elements as reward. The granting organization can continuously give the first game element, but discontinuously give the second game element.
It achieves providing a highly interesting gaming experience and maintains players' continued interest in the game.
Smart Images

Figure CN119701368A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a recording medium, a game device and a provision management device. Background Art
[0002] There is a technology that gives a reward that makes the player feel good in order to encourage the player to continue playing the game (for example, Patent Document 1).
[0003] [Background Technology Literature]
[0004] [Patent Document]
[0005] [Patent Document 1] Japanese Patent Application Publication No. 2021-62197 Summary of the invention
[0006] [Problems to be solved by the invention]
[0007] In the above-mentioned fighting game, in order to maintain the player's interest in the game, it is important to provide a highly interesting game.
[0008] Therefore, an object of the present invention is to provide a highly interesting recording medium, a game device, and a management device.
[0009] [Technical means to solve the problem]
[0010] One form of the present invention is a recording medium that records a program, and the program enables a computer to function as the following mechanisms: a fighting game execution mechanism that executes a fighting game; and a granting mechanism that grants either a first game element or a second game element as a reward for the fighting game; and the granting mechanism can grant the first game element continuously and grant the second game element discontinuously.
[0011] One form of the present invention is a game device comprising: a battle game execution mechanism that executes a battle game; and a granting mechanism that grants either a first game element or a second game element as a reward for the battle game; and the granting mechanism can grant the first game element continuously and grant the second game element discontinuously.
[0012] One form of the present invention is a recording medium that records a program, and the program enables a computer to function as the following mechanisms: a battle game management mechanism that manages the progress of a player's battle game; and a providing mechanism that provides either a first game element or a second game element as a reward for the player's result of playing the battle game; and the providing mechanism can continuously provide the first game element and discontinuously provide the second game element.
[0013] One form of the present invention is a provision management device comprising: a battle game management mechanism that manages the progress of a player's battle game; and a provision mechanism that provides either a first game element or a second game element as a reward for the player's result of playing the battle game; and the provision mechanism can continuously provide the first game element and discontinuously provide the second game element.
[0014] [Effects of the Invention]
[0015] According to the present invention, a highly interesting game can be provided. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 It is a diagram showing an example of the overall configuration of the game system according to the present embodiment.
[0017] Figure 2 1 is a diagram showing an example of the device configuration of a notebook computer which is one example of the player terminal 1 .
[0018] Figure 3 This is a diagram for explaining an example of the front side of the leader card 21.
[0019] Figure 4 This is a diagram for explaining an example of the back side of the leader card 21.
[0020] Figure 5 This is a diagram for explaining an example of the front side of the battle card 22.
[0021] Figure 6 This is a diagram for explaining an example of the back side of the battle card 22.
[0022] Figure 7 This is a diagram for explaining an example of the front side of the additional card 23.
[0023] Figure 8 This is a diagram for explaining an example of an introduction card.
[0024] Fig. 9 This is a block diagram showing an example of the functional configuration of the player terminal 1 .
[0025] Fig.10 It is a diagram showing an example of the player information database D1.
[0026] Fig.11 This is a diagram showing an example of the game element database D2.
[0027] Fig.12 This is a diagram showing an example of the title database D3.
[0028] Fig.13 It is a diagram showing an example of the remuneration database D4.
[0029] Fig.14 This is a diagram showing an example of the player image parts list D5.
[0030] Fig.15 It is a diagram showing an example of profile card information D6.
[0031] Fig.16 This is a diagram showing an example of a home page screen.
[0032] Fig.17 This is a diagram showing an example of a profile screen.
[0033] Fig.18 This is a diagram showing an example of a profile screen.
[0034] Fig.19 This is a diagram showing an example of a task screen.
[0035] Fig. 20 This is a block diagram showing an example of the functional configuration of the game server 2.
[0036] Fig.21 It is a diagram showing an example of the player information management database D7.
[0037] Fig. 22 It is a diagram showing an example of the profile card information management database D8.
[0038] Fig.23 It is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2.
[0039] Fig.24 This is a diagram for explaining the operation of giving a reward. DETAILED DESCRIPTION
[0040] Embodiments of the present invention will be described.
[0041] <Overall composition>
[0042] Figure 1 2 is a diagram showing an example of the overall configuration of a game system according to the present embodiment. Figure 1 As shown, the game system includes a player terminal 1 prepared for each player A, B of the game, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0043] The communication line N means a communication path that can perform data communication. That is, the communication line N includes not only a dedicated line (dedicated cable) for direct connection or a LAN (Local Area Network) using Ethernet (registered trademark) or the like, but also a communication network such as a telephone communication network or a cable network, the Internet, and the communication method may be wired or wireless.
[0044] The player terminal 1 is a computer capable of executing a game program, connected to a communication line N via a wireless communication base station, etc., and capable of data communication with a game server 2. The player terminal 1 is, for example, a personal computer, a smart phone, a mobile phone, a portable game device, a fixed home game device, a business game device, a tablet computer, a controller for a fixed home game device, etc. There are basically multiple player terminals 1, which are operated by each player.
[0045] The game server 2 is a server system including a single or multiple server devices or storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data required for game operation, distribute game programs or data required for executing games on the player terminals 1, etc.
[0046] Figure 2 1 is a diagram showing an example of the device configuration of a notebook computer, which is an example of a player terminal 1. Figure 2 As shown, the player terminal 1 includes a display 11 and an operating mechanism, that is, a keyboard 12. In addition, the player terminal 1 is provided with a control substrate (not shown), a built-in battery, a power button, a volume adjustment button, a speaker, and the like.
[0047] The control substrate is equipped with various microprocessors such as CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), ASIC (Application Specific Integrated Circuit), VRAM (Video Random Access Memory), RAM (Random Access Memory), ROM (Read only memory), and various IC (Integrated Circuit) memories, wireless communication modules for wireless communication with mobile phone base stations, etc. In addition, the control substrate is equipped with so-called I / F circuits (interface circuits) such as driver circuits for the touch operation panel 12. Each element mounted on these control substrates is electrically connected via a bus circuit, etc., and can read and write data or send and receive signals.
[0048] In the game of this embodiment, various game elements appear. Hereinafter, each game element will be described.
[0049] <First Game Element>
[0050] The first type of game element is an item that is embodied by a character and is represented by an image. The image includes a static image and a dynamic image. In addition, the item can be either intangible or tangible. For example, a virtual game card displayed by a computer, or a physical game card, etc. In addition, the item can be any item as long as it is a game element that can be specifically associated with the item, and is not limited to a card. The item can be, for example, a figurine that has the appearance of a game element. In the following description, the first type of game element is described by taking the case of a virtual game card that is embodied by a character as an example.
[0051] In the game of the present embodiment, there are a plurality of first game elements, namely game cards. The information recorded on the front of the game card is different according to the type of the game card. Several types of game cards can be set, but in the following description, examples of three types of game cards, namely, a leader card 21 (first type first game element), a battle card 22 (first type second game element) and an additional card 23 (first type third game element) are used for description. The common point of any type of game card is that a correspondence is established with the character image of the work. The character image is an image of a character appearing in the work, but in the present embodiment, an image of a scene containing a character appearing in the work is also described as a character image. In addition, even for the same character, there are multiple game cards with different character patterns, which are treated as different game cards.
[0052] The player uses the obtained game cards to build a card deck in advance and executes the game in which the game cards are arranged in the game area. When building a card deck, the total number of cards in the card deck and the number of cards of each type are predetermined. In this embodiment, a card deck including 50 cards in total including one leader card 21 is used as an example for explanation. If the number of cards is predetermined, it can be any card.
[0053] In addition, there is a positive position in the game card, and the state in which the content recorded in the game card can be directly judged as the positive position when the player observes. Moreover, there are multiple configuration states of the game card. In the following description, the state in which the game card is in the positive position is called the action state, and the lateral state after the game card is rotated 90 degrees is called the non-action state. In addition, in the specified area (energy area) within the game area, the state of the opposite position after the game card is rotated 180 degrees is called the action state. In addition, the specified direction can also be determined in advance as the action state, and the situation of changing the direction of the game card from the specified direction can be determined in advance as the non-action state.
[0054] <Leadership Card 21>
[0055] The leader card 21 (first type first game element) is described. Figure 3 and Figure 4 2 is a diagram showing an example of the leader card 21. Figure 3 This is a diagram for explaining an example of the front side of the leader card 21. Figure 42 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is composed of one card in the card deck. The leader card 21 is a game card that fights against the leader card 21 or the battle card 22 of the opponent.
[0056] The character information 10 and the card information 11 are recorded on each of the front and back of the leader card 21. The leader card 21 is placed so that the front can be seen at the start of the game, but is placed so that the back can be seen when a specified condition is met.
[0057] The leader card 21 includes character information 10 and card information 11 . The character information 10 includes a character name 101 , a character image 102 , ability information 103 , and effect information 104 .
[0058] The character name 101 is the name of the character associated with the card. Figure 3 and Figure 4 In the example shown, "Sakurakoji" is recorded.
[0059] The character image 102 is an image of a character associated with the card.
[0060] The ability information 103 is a parameter of the ability of the character corresponding to the game card. In this embodiment, the ability value of the character is recorded as the ability information. The victory is achieved when the ability value is greater than the ability value of the opponent's battle card 22. Figure 3 In the example, the ability value is recorded as "15000", but in Figure 4 In the example, the ability value "20000" is recorded.
[0061] The effect information 104 records the skill information related to the effect activated when attacking (offending), and the awakening information related to the conditions and effects of returning from the front to the back. Figure 3 In the example, as skill information, it is recorded "When attacking: draw a card", and as awakening information, it is recorded "If the life value is 4 or less, draw 1 card. Then turn this card over."
[0062] In addition, the ability information 103 and the effect information 104 may also be included in the character information 10, but in this description, an example in which the ability information 103 and the effect information 104 are not included in the character information is used for description.
[0063] The card information 11 includes front and back information 111 , card type name 112 , card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .
[0064] The front and back information 111 is information that clearly indicates the front and back of the leader card 21. As long as the information can be known, it can be any of a text string, an illustration, a symbol mark, etc. Figure 3 In the example shown, as the front / back information, the character "front" is used to indicate the front side, and Figure 4 in the example shown, as the front / back information, the character string "back" is used to indicate the back side. Additionally, the front / back information only needs to be present on the back side. This is because in card games, the appearance of the card itself is also emphasized, so it is preferable not to record unnecessary information on the front side.
[0065] The card category name 112 is information indicating the category of the card. Any one of the information of the leader card, battle card, and additional card is recorded in the card category name 112, but in Figure 3 and Figure 4 in the example of the leader card 21 shown, "leader" is recorded in the card category name 112.
[0066] Any one of the symbols for distinguishing the leader card 21, battle card 22, and additional card 23 is recorded in the card category symbol 113. The leader symbol indicating that it is a leader card is recorded in the leader card 21. In order to visually understand that it is a leader card, the leader symbol (the first symbol) is preferably a symbol that can remind of the role of the leader card 21.
[0067] The color information 114 represents the information of the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a card deck using the battle card 22 and additional card 23 with the same color information.
[0068] The rarity 115 represents the rarity level of the game card 2. As long as the rarity level is preset, it can be any display method, but in this embodiment, the case where the rarity is divided into 5 stages is used for explanation. In Figure 3 and Figure 4 the example shown, the case where the rarity level is 1 is illustrated.
[0069] The card identification information 116 records the identification information that uniquely identifies the game card 2. In Figure 3 and Figure 4 the example, "001" is recorded as the card identification information 116.
[0070] The leader card 21 is different from other game cards. The card category symbol 113 (leader symbol) and the ability information 103 or effect information 104 are recorded on the front and back of the card. Moreover, the ability information 103 or effect information 104 is different on the front and back. Thus, it is possible to represent the evolution or awakening of a character with one card, and it is also possible to identify it as a leader card in the front / back display.
[0071] <Battle card 22>
[0072] The battle card 22 (the first type of the second game element) is described. Figure 5 This is a diagram showing an example of the front side of the battle card 22. Figure 6 FIG. 2 is a diagram for explaining an example of the back side of the battle card 22. Figure 5 As shown, in the battle card 22, only the image of the corresponding character is recorded on the front. The back of the battle card 22 is the same. The battle card 22 is a card that attacks the leader card 21 or the battle card 22 of the opponent player. The battle card 22 is a card that can be arranged in the battle area of the game area.
[0073] The battle card 22 includes character information 10 and card information 11 .
[0074] The character information 10 includes a character name 101, a character image 102, ability information 103, and effect information 104, similarly to the leader card 21. In addition, the character information 10 includes combo information 105 and cost information 106.
[0075] The character name 101 is the same as the leader card 21, and is the name of the character associated with the card. Figure 5 In the example shown, "Umekoji" is recorded.
[0076] The character image 102 is the same as the leader card 21 and is an image of a character associated with the card.
[0077] The ability information 103 is the same as the leader card 21, and is the parameter of the ability of the character corresponding to the card. Figure 5 In the example, the ability value "20000" is recorded.
[0078] The effect information 104 records the skill information related to the effect activated during attack (offense). Figure 5 In the example, as skill information, it is recorded that "When this card is attacked and fails, the life value decreases by 1."
[0079] The combo information 105 is information related to the ability value exerted when the card is arranged in the combo area of the game area. Figure 5 In the example shown, “+5000” is recorded as the combo information 105 .
[0080] The cost information 106 is information about the cost required when placing the battle card 22 from the hand to the battle area of the game area. That is, by changing the number of game cards 2 arranged in the energy area of the game area from the action state to the non-action state by the number of pieces of the value recorded in the cost information 106, the battle card 22 can be placed in the battle area of the game area. Figure 5 In the example of , "3" is recorded as the cost information 106. In the following description, "paying the cost" refers to the process of changing the game card 2 arranged in the energy area of the game area from the action state to the non-action state.
[0081] The card information 11 includes a card type name 112 , a card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .
[0082] The card type name 112 is information indicating the type of the card. Figure 5 In the example of the battle card 22 shown, “battle” is recorded in the card type name 112 .
[0083] A battle symbol (second symbol) indicating a battle card 22 is recorded in the card type symbol 113. The battle symbol is preferably a symbol that reminds one of the role of the battle card 22 so that the card can be visually understood to be a battle card.
[0084] The color information 114 indicates information about the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a card deck using the battle card 22 and the additional card 23 of the same color information.
[0085] The rarity 115 indicates the rarity level of the game card 2. Figure 5 In the example shown, the case where the rarity level is 1 is illustrated.
[0086] The card identification information 116 records the identification information that uniquely identifies the game card 2. Figure 5 In the example of , "002" is recorded as the card identification information 116.
[0087] <Additional Card>
[0088] The additional card 23 (the third game element of the first type) will be described. Figure 7 2 is a diagram for explaining an example of the front side of the additional card 23. Figure 7 As shown, the front side of the additional card 23 shows the image of the corresponding character.
[0089] The back of the additional card 23 is the same as the battle card 22. Therefore, the back of the additional card 23 is the same as the battle card 22. Figure 6 The battle cards 22 shown are identical.
[0090] The additional card 23 includes character information 10 and card information 11 .
[0091] The character information 10 includes a character name 101 , a character image 102 , effect information 104 , and cost information 106 .
[0092] The character name 101 is the name of the character associated with the card. In the case of the additional card 23, it is the name of the characteristic scene (scene), scene, scenery, background, building, character's belongings, event, etc. that appears in the work. Figure 7 In the example, "Water Surface Slash" is recorded.
[0093] The character image 102 is an image of a character associated with the card, and is an image that expresses characteristic scenes (scenes), situations, scenery, backgrounds, buildings, character's belongings, events, etc. that appear in the work together with the character.
[0094] The effect information 104 records the skill information related to the effect activated during attack (offense). Figure 7 In the example, as skill information, "During 1 turn, ability value is doubled" is recorded.
[0095] The cost information 106 is the cost information required when placing the additional card 23 from the hand to the battle area. Figure 7 In the example of , "3" is recorded as the cost information 106.
[0096] The card information 11 includes a card type name 112 , a card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .
[0097] The card type name 112 is information indicating the type of the card. Figure 7 In the example of the additional card 23 shown, “additional” is recorded in the card type name 112 .
[0098] An additional symbol (third symbol) indicating that the card is an additional card 23 is recorded in the card type symbol 113. In order to visually understand that the card is an additional card, the additional symbol is preferably a symbol that reminds the user of the function of the additional card 23.
[0099] The color information 114 indicates information about the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a card deck using the battle card 22 and the additional card 23 of the same color information.
[0100] The rarity 115 indicates the rarity level of the game card 2. Figure 7 In the example shown, the case where the rarity level is 1 is illustrated.
[0101] The card identification information 116 records the identification information that uniquely identifies the game card 2. Figure 7 In the example of , "003" is recorded as the card identification information 116.
[0102] <Second Game Element>
[0103] <Second Game Element>
[0104] The second game element is described.
[0105] The second game element in this embodiment is a game element used in transactions within the game, and is referred to as in-game currency. The second game element includes a paid second game element (the second first game element) that a player can obtain by paying a price, and a free second game element (the second second game element) given from a game operator. The paid second game element (the second first game element) and the free second game element (the second second game element) are mainly used for the exchange (purchase) of the first game element (game card) and the like. In the following description, the paid second game element (the second first game element) is recorded as paid currency, and the free second game element (the second second game element) is recorded as free currency.
[0106] <Third Game Element>
[0107] The third game element is described.
[0108] The third game element in this embodiment is an item given when a specified task is completed, and is an item that cannot be exchanged for paid currency or free currency. The third game element is represented by an image. The image includes a static image and a dynamic image. In addition, the item can be either intangible or tangible. For example, a virtual badge displayed by a computer, or a physical badge, etc. In addition, as long as the item is configured to be a third game element that can specifically establish a correspondence with the item, it is not limited to a badge. The item can be, for example, a figurine, a sticker, or other shaped object with the appearance of the third game element. In the following description, the third game element is described by taking the case of a virtual badge that concretizes the badge as an example. The specific description of the badge will be described later.
[0109] <Fourth Game Element>
[0110] The fourth game element is described.
[0111] The fourth game element in this embodiment is an item that embodies the player and is represented by an image. The image includes a static image and a dynamic image. In addition, the item can be either intangible or tangible. For example, a virtual card displayed by a computer, or a physical card, etc. In addition, as long as the item is configured to be a fourth game element that can specifically establish a correspondence with the item, it is not limited to a card. The item can be, for example, a figurine with the appearance of the fourth game element. In the following description, taking the case of a virtual card that embodies the player as an example, the fourth game element is called an introduction card. The introduction card is given to each player at the beginning of the game, and is displayed as the player's avatar in a battle game, etc.
[0112] Figure 8The profile card 80 includes a player name 81 , a player image (including a static image and a dynamic image) 82 , level information 83 , ranking information 84 , title information 85 , badge information 86 , and frame information 87 .
[0113] The player name 81 is, for example, a nickname of the player. The player name can be arbitrarily set by the player.
[0114] The player image 82 includes a character image 82-1 and a background image 82-2. The character image 82-1 is an image of a character set by the player. When the introduction card is given, the default character is given to all players, and parts obtained through game rewards or payment can be exchanged or additionally set. The background image 82-2 is an image of the background of the character. Like the character parts, a default background image is given when the introduction card is given, and multiple background images can be obtained through rewards or payment in the game. The background image 82-2 can be set by the player.
[0115] The level information 83 displays the player's level obtained by accumulating experience points from the start of the game.
[0116] Ranking information 84 is information about the ranking when the game is executed in a ranking match mode in a plurality of game modes. The ranking match of this embodiment represents a game in which a player competes with other players for a ranking within a period set by the sponsor of the game (game formula). Ranking information can be a ranking position or a mark set for each specified ranking. In the following description, the example of the mark is used for explanation.
[0117] The title information 85 is a title (at least one of a name or an image of a title) given when a title giving condition is satisfied, and is displayed when the player selects one title to be displayed from titles given by a title giving control unit 63 described later.
[0118] The badge information 86 displays an image of a badge that is one of the rewards given when a designated task is completed. The badge information 86 is displayed when the player selects a badge to be displayed (overlapped) on the profile card from the badges given by the reward giving control unit 64 described later, and the badge image corresponding to the badge is displayed, and the appearance of the profile card changes. If no badge is given or the player does not select, the badge information 86 is not displayed. The badge information 86 can display a plurality of badges.
[0119] The frame information 87 is a frame of the introduction card, and can be set using a frame obtained by winnings or payment through game execution.
[0120] [Configuration of Terminal 1]
[0121] Next, the configuration of each device will be described.
[0122] Fig. 9 This is a block diagram showing an example of the functional configuration of the player terminal 1 .
[0123] The terminal 1 includes a display unit 51 , a game element reading unit 52 , an operation input unit 53 , a sound output unit 54 , a communication unit 55 , a storage unit 56 , and a processing unit 57 .
[0124] The display unit 51 displays various game screens based on the input image signal. The function of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal, a cathode ray tube (CRT), a projector, a head-mounted display, etc. Figure 2 In the example of the personal computer, it corresponds to the display 11.
[0125] The game element reading unit 52 is a reader that reads the character information that appears in the game from the real game card. By setting (arranging) the character that appears in the battle game from the game card held by the player to the game element reading unit 52, the game element reading unit 52 can read the identification information of the game card.
[0126] The operation input unit 53 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by, for example, a keyboard, a mouse, a touch pad, a home button, a button switch, or a joystick, a cursor, or other elements that the player directly operates with his fingers, and can also be realized by an acceleration sensor or an angular velocity sensor, a tilt sensor, a geomagnetic sensor, or other elements that detect movement or posture. Figure 2 In the example of a personal computer, it corresponds to the keyboard 12.
[0127] The sound output unit 54 is used to output sound effects related to the game based on the input sound signal.
[0128] The communication unit 55 is connected to the communication line N to realize communication. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (Terminal Adaptor), a jack of a wired communication cable, a control circuit, or the like.
[0129] The storage unit 56 stores in advance or temporarily stores each time processing a program for operating the terminal 2 to realize various functions of the terminal 2, or data used in the execution of the program. The storage unit 56 can be implemented by, for example, a solid-state drive using an IC memory such as a RAM or ROM, a flash memory, a magnetic disk such as a hard disk, a CD-ROM (Compact Disk-Read Only Memory) or a DVD (Digital Video Disk) or the like.
[0130] The storage unit 56 stores system programs and game programs. The system program is a program for realizing the basic functions of the computer as the player terminal 1. The game program is a program for making the processing unit 57 perform the functions described below. When the player completes the account login, the program is distributed from the game server 2 or other application distribution servers. In addition, the storage unit 56 stores the database required for executing the game. In this embodiment, the storage unit 56 stores the player information database D1, the game element database D2, the title list D3 and the reward database D4.
[0131] The player information database D1 is a database that stores various information of players. Fig.10 1 is a diagram showing an example of a player information database D1. The player information database D1 includes a player ID field, a player name field, a player information field, a level field, a ranking field, an introduction card information field, a game card information field, a card set information field, a currency information field, a purchase history information field, and a last update date field, and each piece of information is stored in association with each other.
[0132] The player ID field is a field for recording identification information for identifying a player. The player name field is, for example, a field for recording a nickname. The player information field is a field for recording experience values obtained by executing in a battle game, etc. The level field is a field for recording the player level obtained by accumulating experience values. The rank field is a field for recording the player's level obtained by accumulating experience values. The profile card information field records the character image information, background image information, ranking information, badge information, and title information set by the player to be displayed on the profile card. The game card information field is a field for recording the game card identification information (game card ID) of the game card held by the player. The card set information field is information related to the card set composed of game cards of the player, and is a field for recording the game card ID of the game card that constitutes the card set according to each card set. The currency information field is a field for recording the number of in-game currencies held by the player, and the number is recorded according to each paid currency or free currency. The purchase history information field is a field for recording the purchase history of game cards, currencies, etc. purchased by the player. The last updated date column is a column for recording the last updated date of the player information database D1.
[0133] The game element database D2 is a database that stores information on game cards. Fig.11 : is a diagram showing an example of a game element database D2. The game element database D2 includes a game card ID field, a character information field, and a game card image field, and each piece of information is stored in association. The game card ID field is a field for recording identification information (game card ID) for identifying a game card. The character information field is a field for recording character information (e.g., profile information, ability value, etc.) of a character embodied in a game card. The game card image field is a field for recording image data of a game card or image data of a character embodied in a game card. In addition, the image data includes static images and dynamic images.
[0134] In addition, these databases can be sequentially downloaded from the game server 2 when adding or changing characters used in the game.
[0135] The title database D3 is a database that stores information related to titles that are given to players when title-granting conditions are met. Fig.12 2 is a diagram showing an example of the title database D3. The title database D3 includes a title ID field, a name field, a granting condition field, and a granting information field.
[0136] The title ID field is a field for recording identification information that uniquely identifies the title. The name field is a field for recording the name of the title. The title granting condition field is a field for recording the conditions for granting the title. The granting information field is a field for recording whether the title is granted.
[0137] Here, the conditions for granting a title to a player are described. The content of the conditions for granting a title is preferably such that the conditions can be satisfied by simply playing the game. The name of the title is preferably a name that can be imagined to satisfy the conditions for granting the title, and more preferably a name that can roughly grasp the information that the opponent is the player, such as the progress of the game, login status, game style, etc., and know the player's game execution status. Fig.12 In the example, for example, when the conditions for game registration are met, that is, when the game starts, the title names of "Beginner" and "Enjoy it" are given. In this way, the title information is given to know the game execution status of the player, such as "Beginner" indicating that the game has just started, or "Enjoy it" indicating the game style of the player, and the player can select a desired title.
[0138] In addition, for example, when there is a prototype in the game, if the title can imagine the name of the character that appeared in the prototype and the world view of the prototype, then fans of the prototype can be exposed to the world view of the prototype, and the fun of the game will be improved.
[0139] The reward database D4 is a database that stores at least one task having a plurality of reward granting conditions. Fig.13 : is a diagram showing an example of a reward database D4. The reward database D4 includes a reward granting condition column, a reward column, and a granting information column, and each information is stored in association. The reward granting condition column is a column that records the conditions for granting the reward recorded in the reward column. The reward is a column that records the reward granted when the reward granting condition is met. The granting information is a column that records whether the reward is granted.
[0140] Here, the tasks are explained. At least one task is prepared, and the task contains reward conditions of different difficulty levels. The content of the task is preferably to learn the rules of the battle game or the characteristics of the game card in the battle game. Fig.13 In the task 1 shown, a task of using the battle card 22 to perform a combo during the execution of the battle game is taken as an example. The reward granting conditions are set with different difficulty levels, and the conditions are set in order from low to high difficulty. In the case of task 1, it is set in such a way that the number of combo completions increases. In other words, it is set in such a way that the content of the conditions becomes stricter as the game progresses.
[0141] In this embodiment, the reward content of the task is free currency or badges. In the same task, the first reward given is free currency, the last reward given is badges, and the number of times free currency is given is greater than the number of times badges are given. In addition, the reward is set so that the degree of benefit felt by the player increases along with the difficulty of the reward giving conditions. Fig.13 As shown in , the reward currency is set in such a way that it can be continuously given each time the reward conditions are met in the same task. Another reward, namely the badge, is set in such a way that it cannot be continuously given each time the reward conditions are met. In addition, the reward badge is as follows Fig.13 As shown, it is set in a way that multiple badges can be given in the same task, and the badges are ranked so that the ranking of the badges given rises according to the difficulty of the reward giving conditions, that is, as the game progresses. Fig.13 In the example shown, the ranking of the badge is expressed by the number of stars. In addition, in the present embodiment, the badge is described in the form of a badge with a different ranking each time the reward granting condition is met, but the ranking of the badge granted may be increased each time the reward granting condition is met.
[0142] The player image component list D5 is a database storing information of each component constituting the player image. Fig.141 is a diagram showing an example of the player image component list D5. The player image component list D5 stores each component such as hair (hair style, color), face (face shape, color), eyes (eye shape, color), background image, etc. by associating the component ID with the component image.
[0143] The profile card information D6 is a database storing profile card information. Fig.15 It is a diagram showing an example of profile card information D6. Fig.15 The profile card information D6 shown includes a character image field, a background image field, a ranking information field, a badge information field, and a title information field, and each piece of information is stored in association. The character image information field is a field for recording data of a character image set by a player. The background image information field is a field for recording data of a background image set by a player. The badge information field is a field for recording data of a badge image set by a player. The title information field is a field for recording data of a title set by a player.
[0144] In addition, these databases can be sequentially downloaded from the game server 2 by adding or changing characters used in the game.
[0145] The processing unit 57 controls the operation of the terminal 1 based on the program or data stored in the storage unit 56, various input signals from the operation input unit 53, etc. The function of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. The processing unit 27 includes a player information management unit 60, a game execution control unit 61, an introduction screen prompt control unit 62, a title granting control unit 63, a reward granting control unit 64, and a task screen prompting control unit 65 as main functional units.
[0146] The player information management unit 60 manages player information using the player information database D1. When player information such as player ID, player name, game cards, in-game currency, and game elements such as player-built card decks are updated, the player information management unit 60 updates the player information database D1 and records the update date.
[0147] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays a menu screen such as a home screen and executes a process selected by the player. Fig.16 This is a diagram showing an example of the home page screen 170 . Fig.16 The home page screen 170 includes an introduction card button 171 for jumping to the introduction screen 180 and a task button 172 for jumping to the task screen 186.
[0148] The game execution control unit 61 executes a battle game between players. When the game is won or lost, the player information, level, etc. in the player information database D1 and the ranking of the profile information D6 are updated based on the battle result or the experience value, level, ranking, etc. changed by the battle.
[0149] When the introduction card button 171 is pressed in the home screen 170, the introduction screen presentation control unit 62 displays the introduction screen 180. The introduction screen presentation control unit 62 uses the introduction screen 180 to execute the processing selected by the player.
[0150] When the introduction screen 180 is displayed, the introduction screen presentation control unit 62 presents the introduction based on the information in the player information database D1 and the introduction card information D6. Fig.17 and Fig.18 180 is a diagram showing an example of the introduction screen 180. The introduction screen 180 includes a display Figure 8 The profile card display column 181 of the profile card shown in the figure, the player name display column 182 that displays the information recorded in the player name column of the player information database D1, the player name change button 183 that is pressed when changing the player name, the character edit button 184 that is pressed when setting the character image of the profile card, and the frame edit button 185 that is pressed when setting the frame. When the character edit button 184 is pressed, the parts of the character image can be set. When the frame edit button 185 is pressed, the frame and emblem can be set. Fig.17 This figure shows an example of a profile card in which no badge is set. Fig.18 This is a diagram showing an example of a profile card in which a badge is set.
[0151] The title granting control unit 63 checks whether the title granting condition is satisfied during the execution of the game, and updates the title database D3 when the title granting condition is satisfied.
[0152] The reward granting control unit 64 checks whether reward granting conditions are satisfied during the execution of the fighting game, grants rewards when the reward granting conditions are satisfied, and updates the reward database D4.
[0153] When the task button 172 is pressed on the home screen 170, the task screen display control unit 65 displays the task based on the reward database D4. Fig.19 The task screen 190 shown in FIG. 1 includes a task information display bar 191. Fig.18 As shown, the task information display column 191 displays reward granting conditions, reward contents, and granting information.
[0154] <Configuration of Game Server 2>
[0155] Fig. 202 is a block diagram showing an example of a functional configuration of the game server 2. The game server 2 includes a processing unit 200, a communication unit 201, and a storage unit 202.
[0156] The processing unit 200 controls the operation of the game server 2 based on the program or data stored in the storage unit 202, the received information, etc. The functions of the processing unit 200 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. The processing unit 200 has the functions of a player information management unit 280, a game execution control unit 281, an introduction card management unit 282, and a reward control unit 283.
[0157] The player information management unit 280 manages player information using the player information management database D7. Fig.21 2 is a diagram showing an example of the player information management database D7. The player information management database D7 has one record for each player, and the record is the same as that of the player information database D1.
[0158] The player information management unit 280 compares the player ID and the last update date of the player information database D1 sent by the player terminal 1 when logging into the game with the player ID and the last update date of the player management database D1, and sends the subject if they are consistent; if they are inconsistent, it sends the information logged in the player information management database D7, thereby seeking to synchronize the contents of the player information database D1 between the player terminal 1 and the game server 2.
[0159] The game execution management unit 281 executes and manages matching between players, execution of the fighting game, granting of various parameters such as experience points based on the results of the fighting game, and the like.
[0160] The profile card management unit 282 manages various game elements such as game cards used in the game using the profile card management database D8. Fig. 22 2 is a diagram showing an example of the profile card database D8. The profile card database D8 has the same information as the game element database D2 stored in each player terminal 1. The profile card management unit 282 compares the last update date of the profile card information D6 sent when the player terminal 1 logs into the game with the last update date of the profile card management database D8, and sends the subject in the case of consistency. In the case of inconsistency, the last update date is matched with the latest profile card information D6 or profile card management database D8, and the synchronization of the contents of each other is sought.
[0161] The communication unit 201 is connected to the communication line N to implement communication.
[0162] The storage unit 202 stores system programs and game programs. The system program is a program for realizing the basic functions of the computer as the game server 2. The game program is a program for making the processing unit 200 function as the player information management unit 280, the game execution control unit 281, the profile card management unit 282, and the reward control unit 283.
[0163] In addition, the storage unit 202 stores a player information management database D7 and a profile card management database D8.
[0164] <Operation of Each Device>
[0165] The operations of the player terminal 1 and the game server 2 will be described.
[0166] When the player starts the game application on the player terminal 1 (S1), the game execution control unit 61 sends the player ID of the player, the last update date of the player information database D1, and the profile card information D6 to the game server 2 (S2).
[0167] The player information management unit 280 of the game server 2 compares the last update date of the received player ID with the last update date of the player ID in the player information management database D7 (S3). If the last update date is consistent, the player information management unit 280 sends the subject. On the other hand, if it is inconsistent, the player information management unit 280 sends each information stored in the record of the player ID in the player information management database D7 (S4). Thus, the player information is synchronized between the player terminal 1 and the game server 2.
[0168] Similarly, the profile card management unit 282 compares the last update date of the profile card information D6 with the last update date of the profile card management database D8, and in the case of inconsistency, matches the update date with the latest content to make the contents of both parties consistent. Thus, the profile card information is synchronized between the player terminal 1 and the game server 2.
[0169] <Actions for giving rewards>
[0170] The operation of giving reward is explained. Fig.24 1 is a diagram for explaining the action of giving a reward. In the following description, the player is given a player ID when the initial setting of the game is completed.
[0171] The game execution control unit 61 starts execution of the fighting game ( S101 ).
[0172] The reward granting control unit 64 checks whether the reward granting condition is satisfied (S102). If the reward granting condition is satisfied (S102: Yes), the reward granting control unit 64 grants a reward corresponding to the reward granting condition (S103). In addition, the reward granting control unit 64 records information indicating that the reward has been granted in the granting information of the reward database D4 (S104).
[0173] <Introduction information display action>
[0174] According to the above embodiment, since a reward is given by completing a task, the player's interest in the game can be sustained.
[0175] In the above embodiment, the badge is explained using a configuration in which the badge selected by the player is displayed on the player screen, but the badge may be a configuration in which the badge awarded last is displayed. If so, when multiple badges are awarded in the same mission, since the badge with a higher ranking is displayed, the effect of the player continuing to play the game in order to display the badge with a higher ranking can be achieved.
[0176] <Other Implementation Methods 1>
[0177] In the above embodiment, the title granting control unit 63 and the reward granting control unit 64 are described as being configured in the terminal 1, but they may be configured in the server device 2. Even in such a configuration, the same effects as those of the above embodiment can be obtained.
[0178] <Other Implementation Methods 2>
[0179] In the embodiment described, it has been used to in 1 task,
[0180] Set the initial reward as free currency
[0181] Set the last reward given as a badge
[0182] ·Free currency is given more often than badges
[0183] ·Ability to continuously grant free currency each time the reward granting conditions are met
[0184] · The example of determining the order of reward giving is explained in the method of not being able to give badges continuously, but it is also possible to do it in other ways. For example, the order of reward giving can be randomly performed without presetting. In this way, the anticipation of which reward will be given is increased, and the fun of the game is improved.
[0185] In addition, the above-described embodiments do not limit the inventions involved in the claims, and all combinations of features described in the embodiments are not necessarily required for the invention. Two or more of the multiple features described in the embodiments may be arbitrarily combined.
[0186] A part or all of the above-mentioned embodiments may be described as the following supplementary notes, but the present invention is not limited to the following.
[0187] [Note 1]
[0188] A program that causes a computer to function as:
[0189] A battle game execution agency, which executes the battle game; and
[0190] The granting organization is given any one of the first game element and the second game element as a reward for the battle game; and
[0191] The granting mechanism can grant the first type of game element continuously, and can grant the second type of game element discontinuously.
[0192] [Note 2]
[0193] According to the procedure set out in Appendix 1,
[0194] The granting unit grants either the first type of game element or the second type of game element every time a result of the fighting game satisfies a specified condition.
[0195] [Note 3]
[0196] According to the procedure set out in Appendix 1 or Appendix 2,
[0197] The specified conditions become stricter as the game progresses.
[0198] [Note 4]
[0199] According to the procedure set out in any one of Annexes 1 to 3,
[0200] The granting mechanism makes the number of grants of the first type of game element greater than the number of grants of the second type of game element.
[0201] [Note 5]
[0202] According to any one of the procedures set out in Appendix 1 to 4,
[0203] The first type of game element includes one game element; and
[0204] The second type of game elements includes multiple game elements.
[0205] [Note 6]
[0206] According to the procedure described in any one of Notes 1 to 5,
[0207] The plurality is a ranking; and
[0208] The granting means grants the second game element having a higher ranking according to the progress of the fighting game.
[0209] [Note 7]
[0210] According to the procedure described in any one of Notes 1 to 6,
[0211] The granting mechanism grants the first type of game element as the initially granted game element.
[0212] [Note 8]
[0213] According to any one of the procedures set out in Appendix 1 to 7,
[0214] The granting mechanism grants the second type of game element as the last game element granted.
[0215] [Note 9]
[0216] According to the procedure described in any one of Appendix 1 to 8,
[0217] The granting mechanism grants a third game element that becomes the player's avatar; and
[0218] The second game element changes the appearance of the third game element.
[0219] [Note 10]
[0220] According to the procedure described in any one of Annexes 1 to 9,
[0221] The granting mechanism grants one of the third game elements before granting the first game element and the second game element.
[0222] [Note 11]
[0223] According to the procedure described in any one of Appendix 1 to 10,
[0224] The computer is caused to function as a presentation mechanism for presenting the second type of game element and the third type of game element at the same time.
[0225] [Note 12]
[0226] According to the procedure described in any one of Annexes 1 to 11,
[0227] The presenting means controls so that only the second game element given last can be presented together with the third game element.
[0228] [Note 13]
[0229] According to the procedure described in any one of Notes 1 to 12,
[0230] The third game element is the card type.
[0231] [Note 14]
[0232] According to the procedure described in any one of Notes 1 to 13,
[0233] The second type of game element is a game element that cannot be exchanged for money.
[0234] [Note 15]
[0235] A gaming device comprising:
[0236] A battle game execution agency, which executes the battle game; and
[0237] The granting organization is given any one of the first game element and the second game element as a reward for the battle game; and
[0238] The granting mechanism can grant the first type of game element continuously, and can grant the second type of game element discontinuously.
[0239] [Note 16]
[0240] A program that causes a computer to function as:
[0241] Battle game management organization, which manages the conduct of players' battle games; and
[0242] A providing mechanism that provides any one of the first game element and the second game element as a reward for the player's playing of the battle game; and
[0243] The providing mechanism can provide the first type of game element continuously, and can provide the second type of game element discontinuously.
[0244] [Note 17]
[0245] According to the procedure set out in Appendix 16,
[0246] The providing mechanism is controlled so as to provide either the first type of game element or the second type of game element every time a result of the fighting game satisfies a specified condition.
[0247] [Note 18]
[0248] According to the procedure set out in Appendix 16 or Appendix 17,
[0249] The specified conditions become stricter as the game progresses.
[0250] [Note 19]
[0251] According to any one of the procedures set out in Notes 16 to 18,
[0252] The providing mechanism makes the number of times the first type of game element is given greater than the number of times the second type of game element is given.
[0253] [Note 20]
[0254] According to any one of the procedures set out in Notes 16 to 19,
[0255] The first type of game element includes one game element; and
[0256] The second type of game elements includes multiple game elements.
[0257] [Note 21]
[0258] According to any one of the procedures set out in Notes 16 to 20,
[0259] The plurality is a ranking; and
[0260] The granting means grants the second game element having a higher ranking according to the progress of the fighting game.
[0261] [Note 22]
[0262] According to any one of the procedures set out in Notes 16 to 21,
[0263] The providing mechanism provides the first type of game element as the initially provided game element.
[0264] [Note 23]
[0265] According to any one of the procedures set out in Notes 16 to 22,
[0266] The providing mechanism provides the second game element as the last game element to be given.
[0267] [Note 24]
[0268] According to any one of Notes 16 to 23,
[0269] The providing mechanism provides a third game element that becomes the player's avatar; and
[0270] The second game element changes the appearance of the third game element.
[0271] [Note 25]
[0272] According to any one of the procedures set out in Notes 16 to 24,
[0273] The providing mechanism provides one of the third game elements before providing the first game element and the second game element.
[0274] [Note 26]
[0275] According to any one of the procedures set out in Notes 16 to 24,
[0276] The third game element is the card type.
[0277] [Note 27]
[0278] According to any one of the procedures set out in Notes 16 to 26,
[0279] The second type of game element is a game element that cannot be exchanged for money.
[0280] [Note 28]
[0281] A management device is provided, comprising:
[0282] Battle game management organization, which manages the conduct of players' battle games; and
[0283] A providing mechanism that provides any one of the first game element and the second game element as a reward for the player's playing of the battle game; and
[0284] The providing mechanism can provide the first type of game element continuously, and can provide the second type of game element discontinuously.
[0285] [Explanation of Symbols]
[0286] 1 Game Devices
[0287] 2 servers.
Claims
1. A recording medium recording a program, wherein the program causes a computer to function as: A battle game execution agency, which executes the battle game; and The granting organization is given any one of the first game element and the second game element as a reward for the battle game; and The granting mechanism can grant the first type of game element continuously, and can grant the second type of game element discontinuously.
2. The recording medium according to claim 1, wherein The granting means grants either the first type of game element or the second type of game element every time a result of the fighting game satisfies a designated condition.
3. The recording medium according to claim 2, wherein The specified conditions become stricter as the game progresses.
4. The recording medium according to claim 1 or claim 2, wherein The granting mechanism makes the number of granting of the first type of game element greater than the number of granting of the second type of game element.
5. The recording medium according to claim 4, wherein The first type of game element includes one game element; and The second type of game elements includes multiple game elements.
6. The recording medium according to claim 5, wherein The plurality is a ranking; and The granting means grants the second game element having a higher ranking according to the progress of the fighting game.
7. The recording medium according to claim 4, wherein The granting mechanism grants the first type of game element as the initially granted game element.
8. The recording medium according to claim 7, wherein The granting mechanism grants the second type of game element as the last game element granted.
9. The recording medium according to claim 4, wherein The granting mechanism grants a third game element that becomes the player's avatar; and The second game element changes the appearance of the third game element.
10. The recording medium according to claim 9, wherein The granting mechanism grants one of the third game elements before granting the first game element and the second game element.
11. The recording medium according to claim 10, wherein The computer is caused to function as a presentation mechanism for presenting the second type of game element and the third type of game element at the same time.
12. The recording medium according to claim 11, wherein The presenting means controls so that only the second game element given last can be presented together with the third game element.
13. The recording medium according to claim 9, wherein The third game element is the card type.
14. The recording medium according to claim 1, wherein The second type of game element is a game element that cannot be exchanged for money.
15. A gaming device comprising: A battle game execution agency, which executes the battle game; and The granting organization is given any one of the first game element and the second game element as a reward for the battle game; and The granting mechanism can grant the first type of game element continuously, and can grant the second type of game element discontinuously.
16. A recording medium recording a program, wherein the program causes a computer to function as the following means: Battle game management organization, which manages the conduct of players' battle games; and A providing mechanism that provides any one of the first game element and the second game element as a reward for the player's playing of the battle game; and The providing mechanism can provide the first type of game element continuously, and can provide the second type of game element discontinuously.
17. The recording medium according to claim 16, wherein The providing unit provides either the first type of game element or the second type of game element every time a result of the fighting game satisfies a specified condition.
18. The recording medium according to claim 17, wherein The specified conditions become stricter as the game progresses.
19. The recording medium according to claim 16 or claim 17, wherein The providing mechanism makes the number of times the first type of game element is given greater than the number of times the second type of game element is given.
20. The recording medium according to claim 19, wherein The first type of game element includes one game element; and The second type of game elements includes multiple game elements.
21. The recording medium according to claim 20, wherein The plurality is a ranking; and The granting means grants the second game element having a higher ranking according to the progress of the fighting game.
22. The recording medium according to claim 20, wherein The providing mechanism provides the first type of game element as the initially provided game element.
23. The recording medium according to claim 22, wherein The providing mechanism provides the second game element as the last game element provided.
24. The recording medium according to claim 22, wherein The providing mechanism provides a third game element that becomes the player's avatar; and The second game element changes the appearance of the third game element.
25. The recording medium according to claim 24, wherein The providing mechanism provides one of the third game elements before providing the first game element and the second game element.
26. The recording medium according to claim 24, wherein The third game element is the card type.
27. The recording medium according to claim 16, wherein The second type of game element is a game element that cannot be exchanged for money.
28. A provision management device, comprising: Battle game management organization, which manages the conduct of players' battle games; and A providing mechanism that provides any one of the first game element and the second game element as a reward for the player's playing of the battle game; and The providing mechanism can provide the first type of game element continuously, and can provide the second type of game element discontinuously.
Citation Information
Patent Citations
Program and information processing device
JP2021062197A