Program and game device

JP2023168328A5Pending Publication Date: 2025-05-19BANDAI CO LTD
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Patent Information

Application Number
JP2023118676
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-20
Publication Date
2025-05-19

AI Technical Summary

Technical Problem

Existing incentive systems in social games often fail to provide appropriate rewards, leading to a lack of player interest and potential dropout.

Method used

A program and game device that provides game elements as incentives by displaying a battle field with first game elements and offering second game elements to players who place the first elements on the field, such as tangible objects like game cards, and providing cost bonuses for early placements.

Benefits of technology

Enhances player interest in the game by ensuring appropriate rewards and maintaining game balance, reducing hesitation in placing game elements, and improving overall gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game capable of enhancing a player's interest in the game.MEANS FOR SOLVING THE PROBLEM: There is provided a program for causing a computer to execute a match game in which a player can arrange a first game element in real time at an arbitrary timing from the start of the match game. The program causes a computer to function as: display control means for displaying a match field in which the first game element is arranged; first game element control means for arranging the first game element in the match field so as to be visually recognized by an opponent player by the player's operation; and provision control means for providing a second game element to a player who has arranged the first game element in the match field first in a no arrangement state in which the first game element of neither the player nor the opponent player is arranged at the start of the match game. The second game element is a cost required when the first game element is arranged in the match field.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to a program and a game device. [Background technology]

[0002] Social games that feature individual battles in which player characters battle one-on-one, or group battles in which groups battle one another (including not only battles but also competitions such as team sports), are widely known. Participation in such social games can be achieved by players accessing a platform that runs the social game, discovering the social game, or by being invited by another player who is participating in the social game. For example, a player who is a member of a platform provider may receive an invitation email to the social game from another player who is also a member, and then join the social game via the invitation email. The reason why players send invitation emails to other players as described above is that when other players join the social game via the invitation email, certain incentives are awarded to the players. The incentives awarded here can be, for example, coins, rare items, or other highly valuable items (game elements) used in the social game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-130231 Summary of the Invention [Problem to be solved by the invention]

[0004] However, with the above-mentioned incentive granting mechanism, unless the conditions for granting incentives are set appropriately, players will not receive incentives commensurate with their actions, and as a result, players will lose interest in the game and often end up quitting the game.

[0005] Therefore, the present invention aims to provide a program and a game device that can increase the player's interest in the game by providing the player with game elements as incentives under appropriate conditions. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to execute a competitive game, and causes the computer to function as a display control means that displays a competition field on which a first game element is placed, a first game element control means that places the first game element on the competition field in response to a player's operation, and a provision control means that provides a second game element to the player who first placed the first game element on the competition field.

[0007] One aspect of the present invention is a game device for playing a competitive game, comprising: a display control means for displaying a battle field on which a first game element is placed; a first game element control means for placing the first game element on the battle field in response to a player's operation; and a provision control means for providing a second game element to a player who first placed the first game element on the battle field. [Effects of the Invention]

[0008] The present invention can increase the player's interest in the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. [Figure 2]FIG. 2 is a diagram showing an example of a pilot game card P1 whose attribute is annihilation type. [Figure 3] FIG. 3 is a diagram showing an example of a game card M1 which is a game card for a boarding machine and has character information of a mobile type. [Figure 4] FIG. 4 is a diagram showing an example of a battle screen in the battle game of this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a card-type image of a unit (troop). [Figure 6] FIG. 6 is a front external view of the game device 1 according to the embodiment of the present invention. [Figure 7] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention. [Figure 8] FIG. 8 is a diagram showing an example of the character information 190. [Figure 9] FIG. 9 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. [Figure 10] FIG. 10 is a diagram showing an example of the player database 210. [Figure 11] FIG. 11 is a flowchart showing the operation of the game device 1. [Figure 12] FIG. 12 is a flowchart of the battle process (Step 110). [Figure 13] FIG. 13 shows an example of a display displayed on the battle screen indicating that a pre-sortie bonus will be offered. [Figure 14] FIG. 14 is a diagram showing an example of a battle screen 100 displayed on the display unit 11 of the game device 1 of the opponent player. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of the present invention will be described. <Overall structure> FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in FIG. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.

[0011] The game device 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the server 2. The game device 1 is, for example, an arcade game device, a smartphone, a mobile phone, a portable game device, a home-use game device, a personal computer, a tablet computer, a controller for a home-use game device, or the like. There are basically multiple game devices 1, and each is operated by a player.

[0012] The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game and distribute game programs and data necessary for executing the game on the game device 1. As will be described in detail later, when a player is identified when using the game device 1, i.e., when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history).

[0013] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but is not limited to competitive games between players (humans) and includes cases where one of the players is a non-player character. Also, games that provide a play experience on the game device 1 are not limited to competitive games between players and may include games designed for single player use.

[0014] In the following embodiments, the present invention is applied to an example of a game device that executes a competitive game in which a screen on which game elements are arranged on a game field is displayed, but the present invention can be applied to any device that can execute a game in which a screen on which game elements are arranged on a game field is displayed.

[0015] <Game elements and overview of the fighting game> To facilitate understanding of the configuration of the present embodiment, the following will describe game elements used in the fighting game according to the present embodiment and an overview of the fighting game.

[0016] The game according to this embodiment features a plurality of game elements. The game elements are characters (people, mounts, items, etc.). The game elements are divided into first game elements that are associated with items and second game elements that are not associated with items.

[0017] The first game element associated with the item plays a major role in the battle play and is an indispensable game element in the battle play, and without that game element the battle play itself would not be possible. Also, the game element associated with the item has various character information (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.), and can be said to be the game element that is the main target of player placement or movement control in the battle play.

[0018] Furthermore, there are multiple types of first game elements associated with an item due to differences in various character information, and among the multiple types, special types (for example, types having character information that can give an advantage in competitive play) have special value due to their rarity. Therefore, in order to satisfy the player's desire to own it, it is preferable to provide the player with a first game element that is embodied in (associated with) a tangible, tangible item that the player can actually recognize, rather than a virtual one. An example of a tangible, tangible item is a game card, which is an item with physical volume (real item). Note that the item is not limited to a game card, and may be any item configured to identify the game element associated with the item. The item may also be a shaped object, such as a figurine, that has the appearance of a game element.

[0019] In this embodiment, the description will be given assuming that the objects associated with multiple types of first game elements appearing in the game provided by the game device 1 are all game cards, which are tangible objects. Furthermore, with regard to the correspondence between the game cards (real objects) and the first game elements, one first game element may be associated with one game card, or one first game element may be associated with two or more game cards. The battle game according to this embodiment will be exemplified by a case in which one first game element is configured from a combination of a first type of game card (real object) and a second type of game card (real object). Specifically, in this embodiment, the first type of real object is a game card of a pilot, and the second type of real object is a game card of an aircraft piloted by the pilot.

[0020] Pilots of the first type of game card have attributes. Pilot attributes include, for example, annihilation type, control type, and defense type, and each attribute has advantages and disadvantages compared to the other attributes. The annihilation type is a type that attacks the opponent player's aircraft with priority. If the opponent player's aircraft is not present, the type that attacks enemy bases, referred to as bases below, or battleships. The control type is a type that attacks enemy bases and battleships. The defense type defends bases / battleships. Figure 2 is a diagram showing an example of a pilot game card P1 whose attribute is annihilation type. By reading identification information etc. written on the game card P1, the game device 1 can obtain character information of the game card P1. The cost of the game card P1 will be described later.

[0021] The aircraft on the second type of game card has an attack attribute. The attributes of the aircraft include, for example, close-range type, long-range type, and maneuvering type. The close-range type excels at close-range attacks, the long-range type excels at long-range attacks, and the maneuvering type excels at maneuvering battles. FIG. 3 is a diagram showing an example of a game card M1 for an aircraft, which has character information of the maneuvering type. By reading the identification information etc. written on the game card M1, the game device 1 can obtain the character information of the game card M1. The cost of the game card M1 will be described later.

[0022] In the battle game of this embodiment, a first game element is formed by combining a pilot of a first type of game card with a mobile suit of a second type of game card. Hereinafter, a first game element formed by combining a pilot of a first type of game card with a mobile suit of a second type of game card will be referred to as a unit (squad). This unit (squad) is formed by combining the pilot's character and the mobile suit's character, which are its constituent elements. That is, a player can associate and register a pilot as an element that operates the mobile suit in the battle game. This allows a player to have a unit (squad) consisting of a mobile suit and a pilot appear in the battle game. Furthermore, in the battle game of this embodiment, each player can use multiple units (squads). Prior to the start of the game (before the sequence in which the first game element (unit) is actually operated begins), a player can have a unit (squad) associated with the game card appear in the game (be used by the player) by acquiring information from the game card.

[0023] The capabilities of a unit (squad) can be, for example, the sum of the character information (various parameters) of the pilots constituting the unit (squad) and the character information (various parameters) of the aircraft they pilot. Furthermore, units (squads) have behavioral characteristics that define (or restrict) what actions they can take in a battle in a fighting game. The behavioral characteristics of a unit (squad) depend on the constituent elements, the type (attributes) of the pilot and the type (attributes) of the aircraft they pilot. For example, if the pilot is an annihilation type and the aircraft he pilots is a mobile type, the unit (squad) will have behavioral characteristics (attributes) that are annihilation type and mobile type. The behavioral characteristics (attributes) of these units (squads) have advantages or disadvantages compared to the attributes of at least one other unit (squad).

[0024] Furthermore, units (troops) are deployed on the battle field, which will be described later, but certain conditions must be met in order to be deployed. A typical example is that in order to prevent unlimited deployment of units (troops) on the battle field, a cost required to deploy them on the battle field is set for each unit (troop). The cost of a unit (troop) is the sum of the cost of the pilots that make up the unit (troop) and the cost of the aircraft they pilot. This cost is one of the second game elements, which will be described later.

[0025] A second game element that is not associated with an item has character information that affects the first game element or player information (level, experience points, etc.). For example, a second game element that is not associated with an item is a secondary game element that influences the character information or player information of the first game element to advance the battle play advantageously. In other words, unlike the first game element, the second game element is not a game element that is primarily subject to the player's placement or movement during battle play (it is not possible to control placement or movement), but is a game element that affects the first game element or player information (level, experience points, etc.). Therefore, such game elements do not necessarily need to be embodied as tangible objects that can be actually recognized by the player, but can be provided to the player as intangible information (data). However, this does not exclude the representation of these game elements as objects, and they can also be represented and provided as objects. In this embodiment, the cost required to place a unit (troop) on the battle field or to move on the battle field is described as a second game element.

[0026] Next, an outline of the competitive game will be explained. The battle game of this embodiment progresses by deploying (placing) units (troops) registered by each player on a battle field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described below).

[0027] 4 is a diagram showing an example of a battle screen in the battle game of this embodiment. As shown in FIG. 4, a battle screen 50 displayed for one player displays a deployment map 51, each of the player's units 52, each of the opposing player's units 53, the player's total cost 54, and a battle gauge 55. The deployment map 51 is a map that allows the location of bases on the battle field to be easily confirmed. The deployment map 51 displays the player's base 61 and the opposing player's base 62. The deployment map 51 also displays a placement available area 63 that indicates the area in which the player can place units 52.

[0028] Each unit (squad) 52 of the player and each unit (squad) 53 of the opposing player are displayed as a card image including a character image of the pilot and a character image of the aircraft they are flying, as shown in Fig. 5. In the card-type image of the unit (squad) in Fig. 5, the numerical value written as "Deployment Cost" is the cost (second game element) required to deploy that unit (squad) on the battle field.

[0029] The total cost 54 indicates the cost currently held by the player, and the player can deploy his / her own units 52 at bases 61, 62 within this cost. Each time a unit (troop) is deployed (deployed), the total cost decreases by the deployment cost of that unit (troop). However, the total cost recovers over time. Note that the cost is a numerical value and is not displayed as a character image.

[0030] The battle gauge 55 decreases due to attacks by units (troops), and a player whose battle gauge 55 reaches zero is defeated.

[0031] In the battle screen 50, bases 61, 62 associated with each player are provided in the battle field, and the player who destroys all of the opponent's bases 61, 62 as a result of an attack by one of their units (troops) 52, 53 (when their battle gauge reaches 0) wins the battle game. Therefore, each player must either deploy units (troops) to intercept an attack by an opponent player's unit (troop) attempting to attack the opponent player's base 61 associated with the player, or control the attacking actions of their units (troops) to destroy the opponent player's base 62 before the opponent player's unit. The success or failure of an attack and the damage inflicted by the attacking action are determined by the parameters of the corresponding units (troops). That is, during the battle game, the progress of the game is controlled according to the parameters of the registered units (troops) and the operational inputs made on the battle screen.

[0032] As described above, unit (squad) attributes are classified as annihilation type, suppression type, or defense type based on the attributes of the pilot. Annihilation type units (squads) are advantageous over defense type units (squads). Defense type units (squads) are at a disadvantage against annihilation type units (squads), but are advantageous over suppression type units (squads). Suppression type units (squads) are advantageous over the opposing player's base. On the other hand, each player's base is at a disadvantage against suppression type units (squads). In this way, placing units (squads) on the battle field while taking into consideration the attributes of the attacking or defending base and the opposing units (squads) is an important strategic element for winning a battle game.

[0033] At the start of the competitive game, information about the units (troops) registered by the opposing players is not known. Players can place each of their registered units 52 on the battle field at any timing after the start of the competitive game, and the opposing players are notified of the placement position of the units 52 and the type of unit (troop) that the units 52 are when the units 52 are placed on the battle field. This configuration makes it possible to provide players with the excitement of strategically developing the game while determining the units (troops) and actions of the opposing players.

[0034] On the other hand, since the battle game of this embodiment is a real-time progression battle game, there is no concept of first or second player. A player can deploy each of the units (units) registered for that player on the battle field at any timing after the start of the battle game. Therefore, once a player knows what units (units) the opposing player has deployed and at which bases, the player can effectively deploy his or her own units (units) on the battle field, taking into account the advantages or disadvantages of the unit's (unit's) attributes, and can develop the game to his or her advantage.

[0035] However, for such strategic reasons, players often hesitate to deploy their own units (units) at bases or other locations before the opposing player, which often slows down the progress of the battle game. This tendency is particularly pronounced when neither player's units (units) are deployed on the battle field. Here, a situation where neither player's units (units) are deployed on the battle field includes, for example, not only a situation where no units (units) are deployed immediately after the start of the battle game, but also a situation where no units (units) are deployed on the battle field as a result of the progress of the game (destruction or disappearance of units due to attack or defense).

[0036] Therefore, in this embodiment, in such a situation, the player who deploys a unit (unit) on the battle field before the opponent is provided with the cost (second game element) required to deploy the unit (unit) as an incentive or compensation for that action. This gives the player the possibility of gaining an advantage over the opposing player by obtaining the cost (second game element), and the player will no longer hesitate to inform the opposing player of the deployment status of the unit (unit), preventing the progress of the battle game from being delayed.

[0037] A player whose battle gauge 55 reaches 0 through an attack or defense by deployed units (troops) becomes the loser. The battle game is played for a predetermined time from the start of the game, but if the game is not decided within the predetermined time (if neither player's battle gauge 55 reaches 0), the player with the most remaining battle gauge 55 after the predetermined time has passed will be declared the winner. The above is an outline of the battle game in this embodiment.

[0038] <Configuration of Game Device 1> The configuration of the game device 1 according to this embodiment will be described below. Fig. 6 is a front external view of the game device 1 according to the embodiment of the present invention.

[0039] The game device 1 is equipped with a display unit 11 (display 11) that displays information necessary for progressing in the game, such as menus, and the game field, etc., first reading units 121 to 125 for registering pilots that will make up units (first game elements) that will appear in the fighting game from game cards held by the players, and second reading units 131 to 135 for registering aircraft that will make up units (first game elements) that will appear in the fighting game from game cards held by the players.

[0040] The first reading units 121 to 125 are readers that read character information of pilots from game cards. The game device 1 of this embodiment is provided with five first reading units 121 to 125 so that up to a maximum (upper limit) of five pilots can be registered. A player sets (places) a game card P of a pilot to appear in the battle game from among the game cards he or she owns in one of the first reading units 121 to 125, and the first reading units 121 to 125 can read identification information and the like of the game card P of the pilot.

[0041] The second reading units 131 to 135 are readers that read character information of the boarded mech from the game card. The game device 1 of this embodiment is provided with five second reading units 131 to 135 so that up to a maximum (upper limit) of five boarded mechs can be registered as game elements to be used. The player sets (places) the game card M of the boarded mech that will appear in the battle game from among the game cards he owns in the second reading units 131 to 135, and the second reading units 131 to 135 can read the identification information and the like of the game card M of the boarded mech.

[0042] Then, a maximum of five units (troops), which are first game elements each consisting of one registered pilot and one piloted aircraft, can be organized to start a battle game. Note that if the number of game cards from which information can be acquired does not reach the maximum number (upper limit) of piloted aircraft or pilots, for example, when the player has just started using the game device 1 or when the player does not carry any game cards, additional game elements prepared on the game device 1 side are registered, and the maximum number of piloted aircraft and pilots is registered, forming five units (troops).

[0043] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit (squad), but the implementation of the present invention is not limited to this. That is, the game elements that make up one unit (squad) may be such that multiple pilots are associated with one aircraft, or one pilot is associated with multiple aircraft. Furthermore, one unit (one first game element) may be associated with one game card.

[0044] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention. The game device 1 includes a processing unit 10, a display unit 11, first reading units 121 to 125, second reading units 131 to 135, an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a memory unit 19.

[0045] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first reading unit 12, the second reading unit 13, and the operation input unit 14, etc. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. Specifically, the control unit 10 controls the operation of each unit by reading out the operation program of each unit recorded in the recording unit 19, for example, and expanding it into memory and executing it. The processing unit 10 includes, as main functional units, a character information acquisition unit 110, a unit configuration unit 111, a display control unit 112, a unit control unit 113, a cost provision unit 114, and a game execution unit 115. These units will be described later.

[0046] The display unit 11 displays various game screens based on image signals output from the processing unit 10. The functions of the display unit 11 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display. In FIG. 6, the display unit corresponds to the display 11.

[0047] As described above, the first reading units 121 to 125 are five first reading units corresponding to the upper limit of the number of registrations, and are readers that read the identification information of pilots to be featured in the game from game cards held by players. The identification information (character ID) of a game card can be read by, for example, converting the identification information (character ID) of the game card into a one-dimensional or multidimensional code printed on the game card and reading the one-dimensional or multidimensional code. Furthermore, if the identification information (character ID) of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (e.g., reading unit ID=121), which is the identification information of the device itself.

[0048] As described above, the second reading units 131 to 135 are five second reading units corresponding to the upper limit of the number of registrations, and are readers that read the identification information (character ID) of the aircraft to be used in the game from the game card held by the player. The identification information (character ID) of the game card can be read, for example, by converting the identification information (character ID) of the game card into a one-dimensional or multidimensional code printed on the game card and reading the one-dimensional or multidimensional code. Furthermore, if the identification information (character ID) of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (e.g., reading unit ID=131), which is the identification information of the device itself.

[0049] A unit (squad) is made up of the identification information (character ID) read by the first reading units 121-125 and the identification information (character ID) read by the second reading units 131-135. As described above, one unit (squad) is a combination of one pilot and one aircraft. Therefore, to make it easy for the player to identify the combination of pilot and aircraft that make up a unit (squad), the first reading units 121-125 and the second reading units 131-135 are arranged so that at least one side of the first reading units 121-125 and one side of the second reading units 131-135 that make up a pair are adjacent to each other. For example, the bottom side of the first reading unit 121 and the top side of the second reading unit 131 are arranged so that they are adjacent to each other and form a vertical pair. This allows the player to easily understand that a unit (troop) is formed by pairing the pilot of the game card read by the first reading unit 121 with the aircraft on the game card read by the second reading unit 131. The same applies to the other combinations of the first reading units 122 to 125 and the second reading units 132 to 135.

[0050] The operation input unit 14 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 10. The function of the operation input unit 14 can be realized by, for example, elements that are directly operated by the player's fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In this embodiment, this corresponds to a touch operation panel attached to the display unit 11.

[0051] The price detection unit 15 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of a price for starting the provision of the service. The payment of the price can also be detected after the provision of the service has started.

[0052] The user information reading unit 16 acquires information from an item on which a player ID (player identification information) is recorded in order to identify a player who uses the game device 1. In this embodiment, the item on which the player ID is recorded is a player card configured in the form of a card.

[0053] The sound output unit 17 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 10.

[0054] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to the external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. The communication unit 18 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 18 also receives information from the external device via, for example, the communication line N.

[0055] The recording medium 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The recording medium 19 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.

[0056] Furthermore, the recording medium 19 stores a character information database 190 (character information DB190). The character information DB190 is a database that manages information (element information) about each character that appears in the game. In the game device 1 of this embodiment, a player can place a game card in the first reading units 121-125 and the second reading units 132-135 during game play and cause the identification information (character ID) to be acquired, thereby making the character associated with the game card appear in the game. For example, as shown in FIG. 8, the information managed for one character includes, in association with a character ID (identification information) 191 that uniquely identifies the character, attribute information 192 that indicates an attribute (type) in the game assigned to the character, drawing information 193 including graphics data and the like used to generate a screen when the character appears in the game, and parameter information (character information) 194 that describes the character's name, parameters, effects activated by using the character, and the like. Parameter information 194 is information referenced in a game in which game elements appear, and is involved in controlling the progress of the game. Note that in this embodiment, graphics data, parameter information, etc. are stored in character information DB 190, and character information is described as including these data, but the implementation of the present invention is not limited to this. Character information may also include information indicating the storage location of each piece of information data.

[0057] Next, the main functional units of the processing unit 10, namely, the character information acquisition unit 110, the unit configuration unit 111, the display control unit 112, the unit control unit 113, the cost providing unit 114, and the game execution unit 115, will be described.

[0058] The character information acquisition unit 110 acquires the character ID 191 of the game card read by the first reading units 121-125 and the second reading units 131-135. At this time, the character information acquisition unit 110 also acquires reading unit IDs that identify the first reading units 121-125 and the second reading units 131-135 that read the character ID 191 of the game card (hereinafter, the reading unit IDs of the first reading units 121-125 will be referred to as 121-125, and the reading unit IDs of the second reading units 131-135 will be referred to as 131-135). The character information acquisition unit 110 acquires, from the character information DB 190, attribute information 192, drawing information 193, and parameter information 194 that are associated with the character ID 191 of the acquired game card. Then, the character information acquisition unit 110 associates the reading unit ID, the character ID 191, the attribute information 192, the drawing information 193, and the parameter information 194, and outputs them to the unit configuration unit 111.

[0059] The unit configuration unit 111 receives the reading unit ID, character ID 191, attribute information 192, drawing information 193, and parameter information 194 from the character information acquisition unit 110, and configures one unit (squad) from a pair of pilot characters and aircraft characters. The unit configuration unit 111 identifies the pair of pilot characters and aircraft characters from the reading unit ID. In this embodiment, combinations of reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to the elements that configure one unit (squad). The unit configuration unit 111 identifies the character ID 191 associated with each pair of reader IDs to identify the pilot character and the character of the aircraft that make up the pair. The unit configuration unit 111 then configures a unit using attribute information 192, drawing information 193, and parameter information 194 associated with the character ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot and the aircraft that make up the unit. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may be reflected in the unit's capabilities. The attributes of a unit (unit) are subordinate to (dependent on) the attributes of its constituent elements, the pilot and the aircraft. For example, if the pilot's attribute is annihilation type and the aircraft's attribute is maneuvering type, the unit's attribute will be annihilation-maneuvering type. In addition, the deployment cost, which is the cost required to deploy a unit (troop) on the battle field (second game element), is the sum of the pilot's cost and the cost of the aircraft they are piloting.

[0060] The display control unit 112 displays the above-mentioned battle screen 50. The battle screen 50 displays a deployment map (battle field) 51, units 52 and 53 of the player and opposing players, a total cost 54 of the players, a battle gauge 55, and the like. The units 52 and 53 of the player and opposing players are displayed as card-type character images as shown in FIG. 5. The display control unit 112 also displays scenes of attack or defense of the units (troops) after deployment.

[0061] The unit control unit 113 controls the placement, movement, etc. of the player's units 52 on the battle field in accordance with the player's operations on the units (troops) detected by the operation input unit 14. The placement, movement, etc. of the units 52 on the battle field is performed by the player dragging the unit 52 to be placed or moved and dropping it on the desired base 61, 62. The unit control unit 113 moves the unit 52 and places it at the base 61, 62 based on the player's drag-and-drop detected by the operation input unit 14.

[0062] In a situation where neither the player's nor the opposing player's units (troops) have been deployed on the battle field after the start of the battle game (a no-unit deployment situation), the cost providing unit 114 receives unit (troop) deployment information from the unit control unit 113 and provides a cost as compensation to the player who deployed a unit (troop) first. In this embodiment, in a no-unit deployment situation immediately after the start of the battle game, the cost is provided once only to the player who deployed a unit (troop) first, but this is not limited to this. Furthermore, after a player deploys a unit (troop) on the battle field first, the cost providing unit 114 displays on the battle screen 50 that a cost (hereinafter referred to as a "first sortie bonus") will be provided as an incentive or compensation for the player deploying a unit (troop) on the battle field first.

[0063] The game execution unit 115 controls the entire game from start to finish, and starts the competitive game when the price detection unit 15 detects payment of the price. The game execution unit 115 calculates damage caused by attacks or defenses at units (troops) and bases during the competitive game, and reflects the results. The game execution unit 115 then determines the winner of the competitive game.

[0064] Next, the server 2 according to this embodiment will be described. Fig. 9 is a block diagram showing the functional configuration of the server 2 according to this embodiment. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.

[0065] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 21, expanding it in memory, and executing it. The processing unit 20 includes, as main functional units, a matching processing unit 201 and a management unit 202.

[0066] The matching processing unit 201 performs matching processing for a competitive game (player-versus-player battle) between players provided in the game system of this embodiment. Through the matching processing, a session is established for, for example, two game devices 1 that have transmitted matching requests at the same time among the game devices 1 connected to the server 2, and the state transitions to one in which information communication related to the competitive game is possible.

[0067] The management unit 202 manages the evaluation of players related to the game based on the play content of the game played on the game device 1. More specifically, the management unit 202 evaluates players based on the play content for each battle game play, and generates or updates evaluation information for player information related to the player, which will be described later.

[0068] The recording unit 21 is a recording device capable of holding data, such as a non-volatile memory or HDD. The recording unit 21 stores information such as parameters required for the operation of each block in addition to the operation program of each block held by the server 2. The recording unit 21 also stores a player database 210 (player DB210).

[0069] In the game system of this embodiment, the player DB 210 is a database that manages information (player information) indicating game usage status associated with each user (player) for a game for which a play experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated according to the results of a game played using a player card on the game device 1, and is provided to the game device 1 when the player card is used again. This makes it possible for the game device 1 to provide game play that reflects the previous game play.

[0070] As shown in FIG. 10, for example, the player DB 210 may include, in association with a player ID 211 that identifies a player, progress status information 212 that indicates the progress of the player's game play, possession information 213 that indicates game elements that are available for use in the game for the player, enhancement status information 214 that indicates the enhancement status of each of the available game elements, and reward information 215 that indicates rewards (which may be other types of game elements) granted to the player.

[0071] Here, the progress status information 212 may include evaluation information evaluating the player's playing status, in addition to progress information indicating the progress to which a predetermined story has progressed and battle record information indicating the player's battle record in a competitive game. The possession information 213 is configured by sequentially adding game elements associated with game cards used by the player when playing the game, i.e., character IDs 191 available to the player. The strengthening status information 214 may be configured to manage element levels as indicators of parameters that have changed as a result of strengthening, in association with the character IDs 191, for characters that have at least been strengthened (changed from their initial state). In this embodiment, to facilitate understanding of the invention, the strengthening status information 214 is described as being updated when the results of a game played on the game device 1 are obtained. However, the strengthening status information 214 may be updated, for example, when information on the results of training is obtained by using a training function on the game device 1.

[0072] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 22 converts, for example, information input as a transmission target, into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.

[0073] <Operation of Game Device 1> The following describes the operation of the game device 1. Fig. 11 is a flowchart showing the operation of the game device 1. In the following description, the maximum number (upper limit) of cards that can be registered in the battle game is five for both pilot cards P and boarded unit cards M.

[0074] To start a competitive game, a player inserts coins of a predetermined amount or an equivalent coin as a fee for the service of the competitive game into an insertion slot of the game device 1. When the fee detection unit 15 detects the fee (Step 100), the game execution unit 115 starts the service of the competitive game (Step 101).

[0075] Next, the player has the user information reading unit 16 read the player card (Step 102). The user information reading unit 16 reads the player ID 211 from the player's player card and transmits the player ID 211 to the server 2, thereby receiving from the server 2 the progress status information 212, possession information 213, strengthening status information 214, reward information 215, etc. associated with the player ID 211. This information is passed to the processing unit 10.

[0076] The player selects a battle mode (Step 103). In this embodiment, the battle mode includes a matching battle mode in which the opposing player is a real player, and a normal battle mode in which the opposing player is a non-player character. When the matching battle mode is selected, the game execution unit 115 transmits a matching request to the game server 2, and the matching unit 201 of the game server 2 matches the players. After matching, data is transmitted and received between the game devices 1 of the matched players via the game server 2. When the normal battle mode is selected, the opposing player is a non-player character, so the game device 1 may execute the battle game alone, or the game server 2 may play the role of the non-player character.

[0077] Next, the game execution unit 115 displays a game card registration screen (Step 104). The player sets (places) the game card of the pilot he / she wants to appear in the battle game among the game cards he / she owns in the first reading units 121 to 125, and sets (places) the game card of the aircraft he / she wants to appear in the battle game in the second reading units 131 to 135.

[0078] When the game card is completely set (Step 105), the first reading units 121-125 and the second reading units 131-135 read the character ID 191 printed on the game card, and the read character ID 191 is output to the character information acquisition unit 110 together with the reading unit IDs of the first reading units 121-125 and the second reading units 131-135 (Step 106).

[0079] The character information acquisition unit 110 acquires the character ID and the reading unit ID of the set (placed) game card. Then, the character information acquisition unit 110 counts the number of reading unit IDs of the first reading units 121-125 and the number of reading unit IDs of the second reading units 131-135, and determines whether the number of game cards reaches the maximum number (upper limit) that can be registered (Step 107). If the number of set game cards does not reach the maximum number (upper limit), a process of replenishing characters equal to the number of missing game cards is performed (Step 111). The process of replenishing characters is performed by the character information acquisition unit 110 acquiring the character ID 191 of a predetermined character.

[0080] When the number of set game cards reaches the maximum number (upper limit number), or after the character replenishment process has been performed, the character information acquisition unit 110 acquires type information 192, drawing information 193, and parameter information 194 associated with the acquired character ID 191 from the character information DB 190 (Step 108). Then, the character information acquisition unit 110 associates the reading unit ID, character ID 191, type information 192, drawing information 193, and parameter information 194, and outputs them to the unit configuration unit 111.

[0081] The unit configuration unit 111 acquires the character IDs 191 of the characters to be paired. In this embodiment, a combination of the reader IDs (reader ID: 121, reader ID: 131), (reader ID: 122, reader ID: 132), (reader ID: 123, reader ID: 133), (reader ID: 124, reader ID: 134), and (reader ID: 125, reader ID: 135) corresponds to the characters that make up one unit (troop). The unit configuration unit 111 acquires the character IDs 191 associated with the reader IDs of each pair. The unit configuration unit 111 configures one unit (troop) based on the type information 192, drawing information 193, and parameter information 194 associated with the acquired character IDs 191 (Step 109). The capabilities of a unit (squad) are, for example, the sum of the character information (various parameters) of the pilot who makes up the unit and the character information (various parameters) of the aircraft he pilots. Furthermore, the attributes of a unit (squad) are subordinate to (dependent on) the attributes of its constituent elements, the pilot and aircraft. For example, if the pilot's attribute is annihilation type and the aircraft's attribute is maneuvering type, the unit's attribute will be annihilation-maneuvering type. Furthermore, the sortie cost, which is the cost (second game element) required to deploy a unit (squad) on the battle field, is the sum of the pilot's cost and the aircraft's cost.

[0082] Then, the display control unit 112, the unit control unit 113, the cost providing unit 114, and the game executing unit 115 execute a battle process (Step 110).

[0083] Next, the battle processing (Step 110) will be described. Figure 12 is a flowchart of the battle processing (Step 110).

[0084] First, the display control unit 112 displays a battle screen 50 on the display unit 11 (Step 200). As shown in Fig. 5, the battle screen 50 displays a deployment map (battle field) 51, units 52 and 53 of the player and the opposing player, a total cost 54 of the player, a battle gauge 55, etc.

[0085] The game execution unit 115 starts a competitive game (Step 201).

[0086] The operation input unit 14 detects an operation by the player to the unit 52 (Step 202). When the operation input unit 14 detects an operation by the player to the unit 52 (Step 203), the unit control unit 113 determines whether the unit 52 is to be placed (moved) on the battle field (Step 204). If the unit 52 is to be placed, the unit control unit 113 places the unit 52 at the base 61, 62, etc. specified by the player (Step 205).

[0087] Next, if the placement is a placement in a no-placement situation (Step 206), that is, if it is the first placement in a situation where neither player's units 52, 53 are placed on the battle field, the cost providing unit 114 displays on the battle screen 50 of the player who placed the unit (unit) first that a first sortie bonus will be provided (Step 207). FIG. 13 is an example of a display on the battle screen indicating that a first sortie bonus will be provided. In the example of FIG. 13, a first sortie bonus display 64 is displayed indicating that a cost of +2 will be provided as the first sortie bonus. After the display indicating that a first sortie bonus will be provided ends, the cost providing unit 114 adds the cost of the first sortie bonus to the total cost (Step 208).

[0088] The game execution unit 115 executes attacks and defenses using the deployed units 52, 53, and calculates the results of damage, etc. (Step 209). Then, when the battle gauge 55 of any player reaches 0 or the battle execution time has expired, the game execution unit 115 ends the battle game and displays the results on the battle screen 50 (Step 210). This concludes the description of the battle process.

[0089] This embodiment is configured such that, in a situation where a unit (squad), which is a first game element, has not been deployed on the battle field, a cost, which is a second game element, is provided to a player who deployed a unit (squad) on the battle field first. This configuration can improve a situation where a player who deployed a unit (squad) first is at a disadvantage. In particular, when a unit (squad), which is a first game element, has an attribute and an advantage or disadvantage (superiority or inferiority) occurs between units depending on the attribute, a player may hesitate to deploy his / her own unit (squad) at a base or the like before an opposing player, which often causes the progress of the battle game to stagnate. However, by adopting this configuration, the disadvantage of the player who deployed first is eliminated, the game balance is restored, and as a result, the interest of the player in the game can be improved.

[0090] <Modification of this embodiment> A modification of this embodiment will now be described.

[0091] In the above-described embodiment, when a unit (squad), which is a first game element, has not yet been placed on the battle field, a cost, which is a second game element, is provided to the player who first placed the unit (squad) on the battle field. This serves as compensation for the situation where the attributes of the first game element, the unit (squad), placed by the first player, become apparent to the opposing player. However, players who can immediately recognize units (squads) that have advantageous attributes compared to the attributes of the placed unit (squad) are considered to be advanced players. Therefore, an example will be described in which advice on the advantages and disadvantages of the attributes of the first game element, the unit (squad), is presented while eliminating the disadvantage of the player who placed the unit first and maintaining game balance.

[0092] In a modified example of this embodiment, in a situation where neither the player's nor the opposing player's units (troops) are deployed on the battle field after the start of the battle game (unit-free situation), the game execution unit 115 of the game device 1 receives unit (troop) deployment information from the unit control unit 113 and provides advice to the opposing player of the player who deployed a unit (troop) first about units (troops) of the opposing player that have advantageous attributes compared to the attributes of the units (troops) deployed by the player.

[0093] 14 is a diagram showing an example of a battle screen 50 displayed on the display unit 11 of the opposing player's game device 1. The example of the battle screen 50 in FIG. 14 shows an example of advice information displayed on the player's battle screen 50 when, in a situation where no units are deployed, the opposing player deploys a unit (unit) with a defense type attribute at his / her base 62. The game execution unit 115 displays, on the battle screen 50, advice information 70 notifying the player that a defense type unit (unit) has been deployed at the opposing player's base 62, and advice information 71 notifying the player that the battle will be more advantageous if the player deploys, at his / her base 62, an annihilation type unit (unit) that is advantageous against the defense type unit (unit) among the player's units 52.

[0094] A variation of this embodiment maintains game balance by providing a second game element such as cost to the player who places a unit (squad) first, and by presenting advice to the player that takes into account the units (squads) placed by the opposing player without providing a second game element, it is possible to provide a game that is highly convenient even for beginners to the game.

[0095] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0096] [Appendix 1] A program for causing a computer to execute a fighting game, The computer a display control means for displaying a battle field on which the first game elements are placed; a first game element control means for placing a first game element on the battle field in response to an operation by a player; a providing control means for providing a second game element to a player who placed the first game element on the battle field first; A program that functions as a

[0097] [Appendix 2] the provision control means provides a second game element to a player who has placed a first game element on the battle field first, in a situation where no first game element of any player has been placed on the battle field; The program described in Appendix 1.

[0098] [Appendix 3] the provision control means provides the second game element to the player who placed the first game element on the battle field earliest after the start of the battle game. 1. A program according to claim 1 or 2.

[0099] [Appendix 4] the provision control means provides the second game element only once in one fighting game; 1. A program according to any one of appendices 1 to 3.

[0100] [Appendix 5] the provision control means presents a message to the player who placed the first game element on the battle field that the second game element will be provided; 1. A program according to any one of appendices 1 to 4.

[0101] [Appendix 6] the first game element is a game element that can be moved and operated on the battle field, The second game element is a game element that cannot be moved on the battle field. 1. A program according to any one of appendices 1 to 5.

[0102] [Appendix 7] The second game element is a game element that is used in the competitive game or consumed as the competitive game progresses. 10. A program according to any one of appendices 1 to 6.

[0103] [Appendix 8] the first game element is displayed as a character image; The second game element is not displayed as a character image. 10. A program according to any one of appendices 1 to 7.

[0104] [Appendix 9] The first game element is displayed as a card-type image. 10. A program according to any one of appendices 1 to 8.

[0105] [Appendix 10] the first game element is associated with a real item; The second game element is not associated with a real object. 10. A program according to any one of appendices 1 to 9.

[0106] [Appendix 11] the program causes the computer to function as an acquisition unit for acquiring character information of the actual item, the first game element control means controls a first game element corresponding to the acquired character information of the real object so that it can be used in a battle game; 10. The program described in Appendix 10.

[0107] [Appendix 12] The first game element is associated with a first type of real item and a second type of real item. 12. The program according to claim 10 or 11.

[0108] [Appendix 13] the program causes the computer to function as an acquisition unit that acquires character information of the first type of real item and character information of the second type of real item; the first game element control means controls a first game element corresponding to a combination of character information of the first type of real item and character information of the second type of real item so that the first game element can be used in a battle game; 12. The program described in Appendix 12.

[0109] [Appendix 14] the first game element includes any one of a plurality of pieces of attribute information; 14. A program according to any one of claims 1 to 13.

[0110] [Appendix 15] the attribute information includes at least one of a first attribute, a second attribute, and a third attribute; The first attribute, the second attribute, and the third attribute have an advantage or disadvantage relative to at least one other attribute. 14. The program described in Appendix 14.

[0111] [Appendix 16] The program causes the computer to: functioning as advice information presenting means for presenting advice information regarding the first game element of the opposing player, the first game element including an attribute advantageous to the attribute of the first game element placed by the player, to the opposing player of the player who placed the first game element; 14. The program described in Appendix 14.

[0112] [Appendix 17] A game device for executing a competitive game, a display control means for displaying a battle field on which the first game elements are placed; a first game element control means for placing a first game element on the battle field in response to an operation by a player; a providing control means for providing a second game element to a player who placed the first game element on the battle field first; A game device comprising:

[0113] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]

[0114] 1. Game device 2 Server 10 Processing section 11 Display section 121~125 First Reading Unit 131~135 Second reading unit 14 Operation input section 15 Price detection unit 16 User information reading unit 17 Sound output section 18 Communications Department 19 Memory section 50 Battle Screen 51 Placement map (battle field) 52,53 units 54 Total Cost 55 Battle Gauge 61,62 bases 63 Placeable Area 64 Advance sortie bonus display 110 Character Information Acquisition Department 111 Unit Component Section 112 Display control unit 113 Unit control section 114 Cost Provision Department 115 Game Execution Department

Claims

1. A program for causing a computer to execute a competitive game in which a player can place a first game element in real time at any timing from the start of the competitive game, The computer, a display control means for displaying a battle field on which the first game elements are placed; a first game element control means for, in response to an operation by a player, placing the first game element on the battle field so as to be visible to the opponent player; a providing control means for providing a second game element to a player who has previously placed the first game element on the battle field in an empty state in which no first game element has been placed by either the player or the opposing player at the start of the battle game; Function as a the second game element is a cost required when placing the first game element on the battle field; program.

2. the provision control means provides the second game element only once in one fighting game. The program according to claim 1.

3. the providing control means presents a message to a player who placed a first game element on the battle field that a second game element will be provided; The program according to claim 1 or 2.

4. the first game element is a game element that can be moved and operated on the battle field, the second game element is a game element that cannot be moved on the battle field; The program according to claim 1.

5. the second game element is a game element to be used in the competitive game or consumed in accordance with the progress of the competitive game; The program according to claim 1.

6. the first game element is displayed as a character image; The second game element is not displayed as a character image. The program according to claim 1.

7. The first game element is displayed as a card-type image. The program according to claim 6.

8. The first game element is associated with a real object; The second game element is not associated with a real object. The program according to claim 1.

9. The program causes the computer to function as an acquisition unit for acquiring character information of the actual item, the first game element control means controls a first game element corresponding to the acquired character information of the real object so as to be usable in a battle game; The program according to claim 8.

10. A game device for executing a competitive game in which a player can place a first game element in real time at any timing from the start of the competitive game, a display control means for displaying a battle field on which the first game elements are placed; a first game element control means for arranging the first game element on the battle field in a manner visible to the opponent player by an operation of a player; a providing control means for providing a second game element to a player who has placed the first game element on the battle field earlier in an empty state in which no first game element of either the player or the opposing player has been placed on the battle field at the start of the battle game; Equipped with the second game element is a cost required to place the first game element on the battle field; Gaming device.