Game device and program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2026-04-07
AI Technical Summary
Users in existing systems may not be able to obtain items necessary to customize their character's appearance if they do not possess the same items as those displayed by other users, limiting customization options.
A game device and program that manage and display item sets owned by the user, allowing for the purchase of these sets, including items from other users, through special shops in the game.
Guarantees the opportunity to obtain items included in presented coordinations, enhancing customization options and maintaining fairness among users.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game device and a program, and more particularly to an electronic game involving the display of a character. [Background technology]
[0002] There is a service that allows a user to customize the appearance of a character (avatar) associated with the user by equipping the character with a variety of items. However, since each user's sense is required to create a suitable appearance, the service of Patent Document 1 is provided with a function that displays other users' avatars and provides them as a reference for coordinating outfits. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-012779 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, since users must obtain items that can be worn on their avatars individually from shops, etc., if the user does not own the same items as the avatar they are using as reference, there is a possibility that the user will not be able to give the avatar the appearance they desire.
[0005] The present invention has an object to provide a game device and a program that ensure an opportunity to obtain an item included in a presented coordination. [Means for solving the problem]
[0006] A game device according to one embodiment of the present invention is a game device for executing a game in which characters appear, and is equipped with a management means for managing items that can be worn by a character associated with a user in the game and that are owned by the user, a display control means for displaying an item set formed by combining a plurality of items on a display means in the game, and a purchase means for accepting a purchase request for the item set displayed on the display means, and, on the condition that the purchase request has been accepted, the management means manages the items included in the item set that is the subject of the purchase request as owned by the user. Effect of the Invention
[0007] According to the present invention, it is possible to guarantee an opportunity to obtain an item included in a presented coordination. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of a game system according to an embodiment and a modification of the present invention. [Diagram 2] FIG. 1 is a diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Diagram 3] FIG. 2 is a diagram illustrating a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 1 is a diagram for explaining an exchange game according to an embodiment and a modification of the present invention; [Diagram 5] A flowchart illustrating a sales process executed by the game device 100 according to the embodiment and the modified example of the present invention. [Figure 6] FIG. 13 is a diagram illustrating an example of the data structure of various information used in the game system according to the embodiment and the modified example of the present invention. [Figure 7] FIG. 13 is another diagram for explaining an exchange game according to an embodiment and a modification of the present invention. [Figure 8] FIG. 1 is a diagram for explaining a sales form of an item set according to an embodiment and a modified example of the present invention; [Figure 9]FIG. 1 is a diagram illustrating a special shop according to an embodiment and a modification of the present invention; [Figure 10] FIG. 13 is a diagram illustrating an example of an explanation display for an item set according to an embodiment and a modification of the present invention; [Figure 11] FIG. 1 is a diagram illustrating a list of items related to an item set according to an embodiment and a modification of the present invention. [Figure 12] FIG. 13 is a diagram illustrating a purchase confirmation display for an item set according to an embodiment and a modified example of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.
[0010] In the embodiment described below, an example of the present invention is applied to a game device capable of executing a game in which a character is raised (hereinafter referred to as a raising game), as an example of a game device. However, the present invention is applicable to any device that has a communication function and is capable of executing a game in which a character appears.
[0011] Game System Configuration FIG. 1 is a diagram showing a configuration of a game system according to an embodiment of the present invention. As shown in the figure, in the game system, a game device 100 is configured to be able to wirelessly communicate with other game devices 100 and a server 200. Although details will be described later, the game device 100 is configured to be able to communicate with two types of communication methods, and transmits and receives information using different communication methods when communicating with other game devices 100 and when communicating with the server 200. As shown in the figure, communication between the game device 100 and the server 200 is performed via an access point (AP) 300 and a network 400, which is different from communication performed directly between the game devices 100. In this embodiment, in order to realize interaction between users in various regions, the network 400 is described as a wide area network (WAN) such as the Internet, but in another aspect, it may be a LAN.
[0012] Hardware Configuration of the Game Device Next, the hardware configuration of the game device 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram showing an example of the hardware configuration of the game device 100.
[0013] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the game device 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it in the memory 103, and executing it.
[0014] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory. The storage device 102 stores information on parameters required for implementing various controls, in addition to programs related to the operation of the game device 100 and programs of the training game executed in the game device 100. In addition, the storage device 102 also functions as a database of various data related to the training game (character DB 121 and item DB 122). The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0015] The character DB 121 is a database that manages, as records, information (character information) about characters that can be trained in a training game. In the training game executed in the game device 100 of this embodiment, the user can train a character that grows through a plurality of growth stages. The character is configured so that its appearance changes as the growth stage changes. The character DB 121 manages, as records, various information about each appearance that the character can have at each growth stage. The character information related to one record is associated with a character ID 601 that uniquely identifies the character (the appearance of the character), and includes graphics information 602 for drawing the appearance of the character, a growth stage 603 indicating the growth stage at which the character will have the appearance, and growth destination information 604 indicating the appearance that the character can grow from the appearance, as shown in FIG. 6(a), for example. The growth destination information 604 may store information about the corresponding character ID 601.
[0016] The item DB 122 is a database that manages, as records, information (item information) about items that can be worn by a character in a training game. In the training game executed in the game device 100 of this embodiment, an item can be worn by a character being trained. The item may be, for example, available in the training game, or may be available in the form of DLC or the like by purchasing a predetermined product. As described above, the appearance of the character changes at each growth stage, and the number of items that can be worn increases as the growth stage progresses. As shown in FIG. 6(b), for example, the item information related to one record of the item DB 122 includes, in association with an item ID 611 that uniquely identifies the item, graphics information 612 for drawing the appearance of the item, a wearing part 613 indicating a part of the character that can wear the item, a wearable stage 614 indicating a growth stage at which the item can be worn, a condition flag 615 indicating whether a purchase condition is set for the item, an item attribute 616 indicating an attribute attached to the item, and an ownership status 617 indicating whether the user owns the item. Here, item attributes 616 may include information as to whether the item is paid DLC provided on the condition of payment of real currency, information indicating the residence within the training game where the item can be obtained, and association information indicating the season or event related to the item.
[0017] The GPU 104 is a drawing device that executes various drawing processes related to the generation of a display screen related to the game device 100. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102, and performs predetermined calculations to generate various images (screens) related to the training game. The screens and images generated by the GPU 104 are presented to the user by being displayed on, for example, a display 110 provided in the game device 100. The display 110 is a device provided in the game device 100 that displays information, such as a liquid crystal display.
[0018] The operation I / F 105 is a user interface provided in the game device 100 and receives an operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes an operation member such as a button provided on the exterior of the game device 100, various sensors, and the like. In an aspect in which the display 110 is configured to be able to detect a touch input, the operation I / F 105 includes a touch input detection sensor provided on the display 110.
[0019] The communication I / F 106 is a communication interface with an external device that the game device 100 has. As described above, the game device 100 of this embodiment performs wireless information communication with other devices using two types of communication methods. One communication method is ad-hoc mode communication (hereinafter referred to as ad-hoc communication) as a first communication method according to the present invention, in which the game device 100 and another game device 100 directly transmit and receive information between the devices, with one of the game device 100 and another game device 100 acting as a host and the other connected to the host, without the condition that the game device 100 is connected to the AP 300. The other communication method is infrastructure mode communication (hereinafter referred to as infrastructure communication) as a second communication method according to the present invention, in which each game device 100 connects to an associated AP 300, and information is transmitted and received between the game device 100 and the server 200 via the AP 300 and the network 400. Note that in this embodiment, the two types of communication methods that the communication I / F 106 can use are described as ad-hoc communication and infrastructure communication, but the implementation of the present invention is not limited to this, and it goes without saying that other types of communication may be included.
[0020] <Server hardware configuration> 3 is a block diagram showing a hardware configuration of the server 200 according to this embodiment. In the following description, the hardware configuration that realizes the same functions as the game device 100 will be prefixed with "server" to clearly distinguish it from the configuration of the game device 100.
[0021] The server control unit 201 is a processor such as a CPU, and performs operation control of each piece of hardware included in the server 200, and control related to the realization of various functions including user management and exchange functions related to the training game. Specifically, the server control unit 201 performs the relevant control by, for example, reading out necessary programs stored in the server storage device 202, expanding them in the server memory 203, and executing them.
[0022] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The server storage device 202 stores an operating system for operating the server 200 and a program related to matching, as well as parameter information and various necessary data required to realize various controls. In addition, the server storage device 202 also functions as a database of various data related to users who use the game device 100. The server memory 203 is a storage device used for temporary data storage, such as a volatile memory. The server memory 203 may be used not only as an area for developing each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0023] The user DB 211 is a database that manages information (user information) about users who use the game device 100 as records. In the game system of this embodiment, in order to provide an element of characters interacting with each other even in a method in which the game devices 100 are not directly connected to each other, the server 200 manages the progress of the training game of the game device 100 used by each user, and is configured to be shareable with other game devices 100. The user information related to one record of the user DB 211 includes, for example, a language setting 622 set in the game device 100 used by the user, and ghost information 623 related to the character being trained by the user in the game device 100, associated with a user ID 621 that uniquely identifies the user, as shown in FIG. 6(c). Here, the user ID 621 can be unique information such as an individual identification number of the game device 100 used by the user.
[0024] Furthermore, the information on characters being developed in each game device 100 managed in the user DB 211 indicates the state of the character being developed in the game device 100 at the time the information is received, and may be different from the character being developed in the game device 100 at the time the information is used in the server 200, etc., strictly speaking. For this reason, in this embodiment, the information on characters managed in the user DB 211 is expressed as a "ghost" to mean a remnant of the character being developed at a certain point in time, and is managed as ghost information 623. The ghost information 623 may include, for the character being developed, a character ID 631 indicating the appearance of the character, attachment information 632 indicating the attachment status of items to the character, and gender information 633 indicating the gender of the character.
[0025] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the server communication I / F 204 may be performed either wired or wirelessly.
[0026] Game Overview The following is an overview of a game in which a play experience is provided on the game device 100 of this embodiment. In this embodiment, the game is described as a training game that provides character training elements, communication elements between the user and the character, and interaction elements between the characters as entertainment elements. However, a training game is merely one form of a game in which a character appears, and the implementation of the present invention is not limited to this. The present invention is applicable to any game in which a character appears whose movement is controlled according to an operation input performed by a user. Here, the movement control is not limited to a case in which a user directly operates a character, but also includes an indirect change in the behavior or movement of a character in response to a change in parameters or environment as a result of an evaluation of an operation input performed by a user.
[0027] In the breeding game, the user can breed a character by performing operational inputs related to the care of the character. The breeding game starts, for example, with hatching an egg, and the character progresses through stages of growth by sequentially performing operational inputs related to the care required, and the character is presented as it grows while changing its appearance.
[0028] Characters are configured to be able to wear items, and users can add decorations to the character's appearance by wearing items acquired in the training game on the character. The number of parts on which items can be worn is configured to increase as the growth stage progresses, and parts on which items can be worn are limited until a certain growth stage is reached. The parts on which items can be worn may include, for example, the character's head, back, and hands. In the training game of this embodiment, characters are configured to be able to wear two types of items on their heads (hat, hair accessory, glasses, ear accessory, etc.), one type on their backs (cape, feather, etc.), and one type on their hands (umbrella, cane, tool, etc.). That is, in the training game of this embodiment, characters can wear up to four types of items.
[0029] Communication elements The training game is configured to be able to make characters trained by other users appear by communicating with an external device. For this reason, the game device 100 acquires information about characters being trained by other users via the communication I / F 106. As described above, the communication I / F 106 is capable of information communication by two types of communication methods, and can acquire information about characters by each of them. More specifically, the communication I / F 106 acquires information about characters being trained in other game devices 100 by ad-hoc communication from the other game devices 100. Also, the communication I / F 106 acquires information about characters being trained in any of the game devices 100 that have been connected to the server 200 by infrastructure communication from the server 200.
[0030] In the following, a character being developed in the game device 100 is referred to as a "own character", a character being developed in another game device 100 about which information is acquired from the other game device 100 through ad-hoc communication is referred to as a "friend character", and a character being developed in any of the game devices 100 connected to the server 200 about which information is acquired from the server 200 through infrastructure communication is referred to as an "other user character", and are clearly distinguished. That is, the own character is a character whose movement is controlled in response to an operation input by the user of the game device 100 in the development game executed in the game device 100. Also, the friend character is a character whose movement is controlled in response to an operation input by the user of the game device 100 in the development game executed in the other game device 100 connected through ad-hoc communication. Also, the other user character is a character whose movement is controlled in response to an operation input by the user of the game device 100 in the development game executed in any of the game devices 100 connected to the server 200 through communication.
[0031] In order to enable acquisition of information about characters through infrastructure communication, each game device 100 is configured to periodically connect to the server 200 through infrastructure communication, for example, at a predetermined time, and upload information about the player's character being developed. The uploaded information about the player's character is used to update ghost information 623 of the user information managed for the corresponding user. Thus, the game device 100 is configured to periodically upload to the server 200 the user information as well as the user ID, language setting, and information about the player's character (character ID, wearing information, gender information).
[0032] These pieces of information are configured by acquiring necessary information from owner information managed for the user in the game device 100. The owner information may be configured, for example, as shown in Fig. 6(d), to include a user name 642 indicating the nickname set by the user in association with a user ID 641 that uniquely identifies the user, a language setting 643 indicating a display language set in the game device 100, a virtual residence setting 644 indicating the residence of the player's character in the game, and training character information 645 indicating information about the player's character, and may be stored in the storage device 102. The training character information 645 includes a character ID 651 indicating the appearance of the player's character, attachment information 652 indicating an item attached to the player's character, gender information 653 indicating the gender of the player's character, and a parameter 654 of the player's character that may change depending on the training situation.
[0033] Furthermore, when uploading information about the player's character, each game device 100 acquires information about other users' characters from the server 200 for use in a social game described below. When the server 200 receives information about the player's character from each game device 100, the server 200 randomly selects a predetermined number (e.g., a fixed number equal to or greater than 10) from the user information of users other than the user of that game device 100 managed in the user DB 211. The server 200 then transmits the language settings 622 and ghost information 623 of the selected predetermined number of pieces of user information to that game device 100 as information about other users' characters.
[0034] When information on a predetermined number of other user characters is received through infrastructure communication, the control unit 101 registers the information in the other user list, which is a second list according to the present invention. Here, the other user list is a list that manages information for displaying other user characters in a social game, and is stored in the storage device 102, for example.
[0035] On the other hand, information about the friend character is acquired from the other game device 100 on the condition that the user performs an operation input in the game device 100 to communicate with the other game device 100. At this time, the game device 100 also transmits information about the player's character to the other game device 100 with which it is communicating.
[0036] Since the user with whom the ghost information is shared in infrastructure communication is not necessarily an acquaintance or friend of the user who is developing the character related to the ghost information, sharing information such as a nickname that can lead to the identification of the individual user is not preferable. For this reason, as described above, the information about the characters of other users transmitted from the server 200 does not include information that can lead to the identification of the individual user (user ID 641, user name 642). On the other hand, in ad-hoc communication, the game devices 100 are basically in a state in which they can communicate with each other at the same time, and information is directly transmitted and received, so it is assumed that the user of the game device 100 and the user of the other game device 100 are acquaintances or friends. For this reason, the information about the characters transmitted and received between the game devices 100 in ad-hoc communication (information about friend characters / information about the own character) is configured differently from the information about the characters of other users acquired by each game device 100 in infrastructure communication. That is, in order to provide an element of interest that can be enjoyed between acquaintances and friends, the information exchanged in ad-hoc communication includes information such as the nickname of the user. More specifically, the information regarding the characters transmitted and received via ad hoc communication includes, for example, the user ID 641, user name 642, game device language setting 643, virtual residence setting 644, and character development information 645 of the owner information managed by each game device 100.
[0037] When information about a friend character is received through ad-hoc communication, the control unit 101 registers the information together with information about the reception date and time in a friend list serving as a first list according to the present invention. Here, the friend list is a list for managing information for displaying a friend character in a social game, and is stored in the storage device 102, for example.
[0038] In addition, the friend list and the other user list have different update conditions. In this embodiment, the friend list is configured to be able to manage information about friend characters related to up to eight users who communicated by ad-hoc communication. When the control unit 101 receives information about a friend character by ad-hoc communication, it judges whether or not information about the same friend character is already registered in the friend list. This judgment can be made, for example, by checking whether or not information having the same user ID is registered in the friend list based on the user ID included in the received information. If information about the same friend character is already registered, the control unit 101 updates the information about the same friend character registered in the friend list with the newly received information. This allows the information about a character (friend character) being trained by a user who has previously performed ad-hoc communication to be updated to the latest state. If information about the same friend character is not registered, the control unit 101 additionally registers the newly received information in the friend list. At this time, if information about up to eight friend characters is already registered in the friend list, the control unit 101 replaces the information that was registered oldest in the friend list with the newly received information, thereby registering it in the friend list.
[0039] On the other hand, the other user list is configured to be able to manage information on a predetermined number of other user characters received from the server 200. When the control unit 101 receives information on a predetermined number of other user characters through infrastructure communication, it registers the information in the other user list by replacing all information currently registered in the other user list with the received information. That is, in the game device 100 of this embodiment, the information in the other user list is all updated every time infrastructure communication is performed. This is because, unlike friend characters, other user characters are not characters related to acquaintances, friends, etc., and therefore do not need to be retained for a long period of time, and frequent updates can provide the user with an element of excitement that they are playing a game together with many users.
[0040] The other user list is also referred to when a social game described below is executed, and information is used to display other user characters in the social game. In other words, the information registered in the other user list does not need to be updated when the social game is not executed. Therefore, in one aspect, in order to reduce the amount of information transmitted and received in infrastructure communication and to reduce the amount of power consumed in communication, the acquisition of information about other user characters from the server 200 may be performed on the condition that other user characters are displayed in the social game based on the information registered in the other user list. This control may be realized by not making a request to transmit information about other user characters from the game device 100.
[0041] 《Interaction Games》 The training game of this embodiment allows the player to continue training one character, but also includes an element that allows the player to train a new generation of characters born from marriage with another character. This element keeps the user from getting bored and keeps them highly interested in the training game.
[0042] The game device 100 of this embodiment can execute a communication game in which, when ad-hoc communication is performed, a friend character being trained in the communication partner game device 100 is displayed and the friend character interacts with the player's character. Therefore, the communication game can be used to marry the player's character and the friend character, unlocking the element of training a new generation of characters. On the other hand, the interest element of such a communication game requires that the owner of the other game device 100 with which the player is to communicate is nearby. In addition, if the character to be married to is limited to a character trained by a close acquaintance or friend, the types of characters that can be born may be limited.
[0043] For this reason, the game device 100 of this embodiment has a function of executing an exchange game to provide an exchange element with various characters, including marriage with other characters. The exchange game is configured to feature characters (friend characters, other user characters) whose information is registered in a friend list and other user list stored in advance so that the game can be played even in an offline situation. In addition, in order to provide interest by displaying characters with various personalities (characters decorated with various items) and interest related to the above marriage, the friend characters and other user characters displayed in the exchange game are limited to characters that have reached a predetermined growth stage. Similarly, the exchange game is configured to be playable on the condition that the player's character has reached the predetermined growth stage.
[0044] The interaction game is played out using an interaction area as shown in FIG. 4. As shown in the figure, in this embodiment, the interaction area is composed of five areas, and different areas are displayed in sequence by performing an operational input related to area movement (area 401 → area 402 → area 403 → area 404 → area 405 → area 401 →...). In the predetermined area, characters selected from among friend characters whose information is registered in the friend list and other user characters whose information is registered in the other user list are placed separately in each area. The selected character is placed in one of the areas, and is configured to be able to interact with the player's character in that area.
[0045] At the start of the interaction game, for example, after all the areas are displayed, an effect is displayed in which the player's character moves into the interaction area. An entrance gate to the interaction area is provided in one of the five areas, area 401, and the area 401 is controlled to be displayed at the start of the interaction game, and as shown in Fig. 7, the player's character 701 is first displayed in area 401 together with friend characters and other user characters arranged in the area. When the user wants to move the player's character 701 to another area, the user can move and display the player's character 701 in the next area in the display order (area 402 is next after area 401) by performing an operation input related to the area movement.
[0046] In the interaction area, the actions of the friend characters and other user characters placed therein are controlled without being based on the operation input of the user using the game device 100. In the interaction game of this embodiment, the actions performed by the friend characters and other user characters placed in the interaction area include actions accompanied by a greeting performance toward the player's character. The greeting performance is displayed differently based on the information of the language setting associated with the friend characters and other user characters in order to convey to the user the interest of interaction with users from various countries. For example, for other user characters associated with an English language setting, a greeting performance including a speech bubble display of "Hi!" is displayed, and for other user characters associated with a French language setting, a greeting performance including a speech bubble display of "Salut!" is displayed.
[0047] <Selection control of characters to be displayed> The number of characters to be placed in the interaction area is predetermined, and in this embodiment, one friend character and ten other user characters are placed. Therefore, when the interaction game is executed, the control unit 101 selects one piece of information from the information registered in the friend list by lottery, and places one friend character corresponding to the information in a predetermined area. Also, when the interaction game is executed, the control unit 101 selects ten pieces of information from the information registered in the other user list by lottery, and places ten other user characters corresponding to the information in a predetermined area.
[0048] 《Automatic update》 In order to improve the entertainment value of an interaction game that allows interaction with a variety of characters, it is necessary to update the user information managed by the server 200 for each user, and to provide the updated information about the characters to each game device 100. For this reason, in the game system of this embodiment, infrastructure communication between the game device 100 and the server 200 is configured to be performed without the need for an operational input related to a communication start request from the user. In other words, the game device 100 has an "automatic update" function that performs infrastructure communication with the server 200 to transmit and receive information when a specific condition is satisfied, even without an operational input from the user.
[0049] In the game device 100 of the present embodiment, the game device 100 and the server 200 are configured to perform information communication basically once a day using the automatic update function. More specifically, the game device 100 is configured to perform automatic update on the condition that it is in a predetermined time period and the state of the player's character is in a sleeping state. The predetermined time period for automatic update (hereinafter referred to as the update time period) can be set to occur on a daily cycle, for example, from 9 p.m. to 6:59 a.m. the next morning every day. This is because the user is unlikely to operate the game device 100 during that time period, and various information is unlikely to change. As described above, when the player's character is in a sleeping state, the game device 100 is controlled so as not to accept operation input related to the player's character. Therefore, by configuring the game device 100 to perform automatic update using this timing, it is possible to avoid a situation in which the latest information is not managed by the server 200 due to a change in the state or parameters of the player's character caused by a user's operation input. Furthermore, when the game device 100 performs an information update or a main body update based on information received from the server 200, it is possible to avoid situations in which the operational input being performed by the user is interrupted or the update work is not performed appropriately.
[0050] Here, the state in which the player's character is asleep (sleeping state) is, for example, a state in which the current time reaches the bedtime set by the user, and the setting to the sleeping state is completed through the effects related to preparing for bed and going to bed. In other words, when the user can recognize that the player's character has gone to sleep from the image of the player's character displayed on the display 110, and the game device 100 is in a state in which it does not accept operational input related to the player's character, the player's character is managed as being asleep.
[0051] Therefore, even if the update time period has arrived, if the state of the player's character has not yet entered the sleeping state, the control unit 101 will not execute the automatic update function, but will wait until the conditions for execution are met. In the example of this embodiment, the control unit 101 waits to execute the automatic update function until the state of the player's character has completely entered the sleeping state.
[0052] When the automatic update function is executed, the control unit 101 controls the game device 100 to a state in which communication with the server 200 is possible via the communication I / F 106. Since communication between the game device 100 and the server 200 is performed by infrastructure communication, it is assumed that the function is set with information on the AP 300 to communicate with.
[0053] The automatic update function sends and receives the following information:
[0054] Information relating to the player's character is transmitted from the game device 100 to the server 200. As described above, the information relating to the player's character includes the user ID 641, language setting 643, and character information 645 of the owner managed by the game device 100. The information relating to the player's character is transmitted mainly for updating the ghost information of the player's character.
[0055] Information about other user characters that are candidates for display in the social game is transmitted from the server 200 to the game device 100. The transmitted information is configured by the server control unit 201 selecting a predetermined number of pieces of ghost information each time information is transmitted to and received from the game device 100. The information about other user characters is configured to include the language settings and ghost information of the users who have raised each other user character, as described above.
[0056] The server 200 also transmits update data for the firmware of the game device 100 to the game device 100. Some of the addition of functions and bug fixes to the game device 100 are performed by updating the main firmware. In addition, functions are also added by transmitting additional content data (new event data and new downloadable content (DLC) data) of the game content (development game) executed by the game device 100 from the server 200 to the game device 100, and changing data referenced during execution of the development game on the game device 100. Here, the new DLC data may include sales data and drawing data for the newly added content. Therefore, the server 200 also transmits these additional content data to the game device 100. Furthermore, various new information from the game system operator side, such as announcement information, which does not directly affect the processing of the development game, is also transmitted from the server 200 to the game device 100.
[0057] Therefore, according to the automatic update function, the game device 100 transmits information about its own character, receives main body update data for the game device 100, receives new information, receives additional content data, and receives information about characters corresponding to other game devices while connected to the server 200 for communication.
[0058] It is not necessary for all of these information transmissions to be performed during one communication connection related to the automatic update. For example, ghost information of the player's character does not need to be updated if there is no change in the appearance of the player's character in the game device 100, and therefore there is no need to transmit information related to the player's character. Furthermore, main body update data, additional content data, and new information do not need to be received if there is nothing to be transmitted to the server 200 (no newly updated information exists), or if there is information, but the game device 100 has already received it. In other words, the automatic update function only requires that at least one of the above information transmissions is performed. In this way, the amount of data communication performed by the game device 100 can be reduced, and battery consumption can be suppressed.
[0059] Character Decoration Next, the decorative elements for changing the appearance of the character in the training game of this embodiment will be described. As described above, the characters that can be trained in the training game not only change in appearance as the character type changes (evolves) with each growth stage, but also can further change (decorate) their appearance by equipping various items to corresponding parts of the character. Items that can be equipped to the character can be purchased at an in-game shop that sells items by consuming (paying) in-game currency acquired by the user (or the player's character) in the training game. Two types of shops are provided in the training game of this embodiment, and the user can use each shop depending on the purpose and the item he or she wants to purchase. The two types of shops differ as follows.
[0060] One shop is a normal shop as a second shop according to the present invention, which sells items for which no purchase conditions are set and which can be purchased by any user by paying an amount of in-game currency set as a price. Here, an item for which no purchase conditions are set is an item for which the condition flag 615 of the item information managed in the item DB 122 is false. Items are sold in normal shops in a form in which the items are sold individually (single item sales), and users can select and purchase the items they want. The number of items displayed in a normal shop is predetermined, and may be configured to change the lineup of items displayed every day, for example.
[0061] The other shop is a special shop as the first shop according to the present invention. Although the details will be described later, the sales form of the special shop is different from that of the normal shop, and is a form in which an item set combining a plurality of items is sold (set sales). In the training game of this embodiment, the sale of the item set in the special shop is performed by displaying a mannequin having a general character external shape in a manner in which the items included in the item set are attached to the mannequin, that is, in a manner similar to the case in which the item set is attached to the character, as shown in FIG. 8. A predetermined number of such mannequins are displayed, and a user can select and purchase an item set related to a desired mannequin in the special shop, thereby collectively owning a group of items included in the item set. In addition, the item set sold in the special shop may include items that are not sold in the normal shop. The special shop is arranged in the exchange area, and is configured to be movable from, for example, the entrance gate of the exchange area. In other words, the special shop is configured to be visitable only when the exchange game is executed. Hereinafter, the sales form of the item set in the special shop will be described in detail with reference to the drawings.
[0062] <Other user installed set> The predetermined number of item sets sold at the special shop include an item set related to another user's character (hereinafter referred to as another user's wearing set) as the first item set according to the present invention. Here, the other user's wearing set is an item set that was worn by another user's character displayed as a visiting character in the exchange area, and the items included in the item set are specified and displayed based on the wearing information 652 of the corresponding character included in the other user list. That is, the other user's wearing set sold at the special shop is limited to the item set that was worn by the other user's character that was made a visiting character in the exchange game. By configuring in this way, when the user feels that the appearance (item set) of the other user's character viewed while playing the exchange game is favorable, the same item set as that of the other user's character can be obtained. In other words, when the user sees another user's character whose appearance he / she wants to imitate in the exchange area, he / she can obtain the item set necessary to configure the same appearance as that character at the special shop. From another perspective, when a user finds a set worn by another user with a desired appearance in a special shop, the user can return to the interaction area to see other users' characters wearing the same item set, allowing the user to get an idea of how the item will look when actually worn by a character, rather than on a mannequin.
[0063] On the other hand, if all other user wearing sets arranged in the exchange area are made available for purchase, the collection of items in the training game becomes too easy, and the interest in the element may be reduced. For this reason, in the training game of this embodiment, the other user wearing sets sold in the special shop are limited to a part of the other user characters arranged in the exchange area. In the following, in order to facilitate understanding of the invention, it is assumed that 10 other user characters are arranged as visiting characters in the exchange area, and item sets related to up to two of these characters are sold as other user wearing sets in the special shop. In addition, in order to display item sets of other user characters that are guaranteed to be actually seen by users as other user wearing sets, it is assumed that the number of other user characters whose information is managed in the other user list is 10. That is, all 10 other user characters that receive information from the server 200 by temporary infrastructure communication are displayed in the exchange area when the exchange game is executed, and item sets that guarantee the opportunity for users to check how the characters will look when worn are displayed in the special shop.
[0064] Since the item set selected as the other user wearing set is displayed in the special shop by referring to the wearing information 652 of the information on the other user's character managed in the other user list, the lineup of other user wearing sets displayed in the special shop changes at least when the information in the list is updated. In other words, since the other user list is updated during the update time period when the automatic update function is executed, when the update is performed, the control unit 101 reselects the item set to be displayed as the other user wearing set from the updated other user list.
[0065] <Local Set> The predetermined number of item sets sold at the special shop also includes an item set (hereinafter referred to as a local set) associated with the residence of the player's character in the game, as a second item set according to the present invention. Here, the local set is an item set made up of items (hereinafter referred to as local items) associated with the residence of the player's character in the game. The local item is an item associated with one of a plurality of residences provided for the training game, and is an item with a purchase condition set that does not allow it to be sold at a normal shop. That is, the local item is an item for which the condition flag 615 of the item information managed in the item DB 122 is true, and information uniquely specifying the residence is specified in the item attribute 616. More specifically, each local item is an item that is basically permitted to be sold in the form of a local set only to a user who has selected the area associated with the item as the residence of the player's character. In other words, the local item is an item with a purchase condition set that is not available for purchase by any user. Therefore, local items are not sold in regular shops, and users who want them must purchase a local set that contains the local item in question at a special shop.
[0066] For example, multiple types of local sets are set for one residence, and two of these types are sold in the special shop. The lineup of item sets displayed as local sets in the special shop may be updated at a predetermined time interval, such as daily. Therefore, the control unit 101 specifies the residence set for the player's character based on the virtual residence setting 644 of the owner information, selects two item sets from among the local set candidates set in advance for the residence based on a predetermined rule, and displays them in the special shop as a local set. At this time, the items included in each item set of the local set candidates are items for which information specifying the same residence as the residence set for the player's character is specified in the item attribute 616 of the item information managed in the item DB 122.
[0067] However, when a local set is purchased at a special shop, the user can individually equip the local items included in the set to the user's character. Therefore, the items equipped to the other user's character may include local items associated with any region. In other words, the other user's equipment set sold at the special shop may also include local items associated with a residence different from the residence set for the user's character. Therefore, the user can obtain local items associated with a residence different from the residence of the user's character at the special shop through the other user's equipment set. By configuring in this way, the user is given an opportunity to obtain some items (local items) for which purchase conditions are set, depending on the information received about the other user's character.
[0068] On the other hand, some items that can only be obtained by paying real currency, such as paid DLC (hereinafter referred to as paid items), are displayed in the communication area as decorations for other users' characters, but should not be displayed in the special shop as other users' equipment sets. This is because fairness between users would not be guaranteed if paid items that a user has made available for use by paying for them were also available for free to other users who have not made the payment. Therefore, among the item sets related to other users' characters whose information is managed in the other users list, item sets that include paid items are excluded from the selection candidates for other users' equipment sets.
[0069] In addition, for example, items that are distributed in limited quantities at past events or reward items given for achieving a certain achievement at an event, and for which each user must take a specific action to obtain them (participating in an event, achieving an achievement, etc.), if users who do not take the same action are allowed to obtain the items, fairness between users cannot be guaranteed. Therefore, it is preferable to exclude item sets that include such items from the selection candidates for other users' wearing sets.
[0070] Therefore, when selecting an item set to be sold as an other user equipment set in the special shop, a specified number of item sets are selected from item sets related to other users' characters whose information is managed in the other user list, after excluding items that meet certain conditions from the selection targets. Items that meet the certain conditions may include, for example, paid items, items obtained in connection with past events, items granted by each user for achieving achievements, etc.
[0071] <Item set purchase> Item sets displayed in special shops (other user equipped sets and local sets) can be equipped to the player's character after going through the purchasing process described below.
[0072] In the special shop, the item set selected to be displayed is placed in the shop while being worn by a mannequin. The user can move the player's character 901 in front of each mannequin as shown in Fig. 9 by performing an operation input related to movement. Here, the player's character 901 is basically displayed with the set items worn during the execution of the social game, but in the special shop, the player's character is displayed without any items worn in order to focus the user on the displayed item set.
[0073] Furthermore, by performing an operation input related to checking details while the player's character is positioned in front of a mannequin, the user can select the mannequin and check detailed information about the item set attached to the mannequin. The detailed information is presented in the form of an explanation by a special shop clerk character and an item list that individually displays each item included in the item set.
[0074] The explanation displayed by the store clerk character differs depending on whether the item set attached to the selected mannequin is a set attached to another user or a local set. When the item set attached to the selected mannequin is a set attached to another user, the explanation display 1001 includes information on the type and place of residence of the other user character who is wearing the same item set and is placed in the exchange area, as shown in FIG. 10(a). In the example shown in the figure, "Mametchi" indicates the type of the other user character, and "Tama Japan" indicates the place of residence of the character. On the other hand, when the item set attached to the selected mannequin is a local set, the explanation display 1002 includes information related to the local set, i.e., the place of residence of the player's character, as shown in FIG. 10(b). In the example shown in the figure, "Tama North America" indicates the place of residence related to the local set, i.e., the place of residence associated with the local items that make up the item set.
[0075] After the explanation display is displayed, the display on the display 110 transitions to an item list. The item list includes images of each of the items included in the item set worn on the mannequin in the selected state as shown in FIG. 11, in a single and unworn state. When worn on the mannequin as an item set, the items are displayed in a manner in which they overlap or are blocked by the mannequin, so the user can check the items included in the item set in more detail using the item list. In the example of FIG. 11, the item list includes images 1101a to 1101d of four types of items. As described above, an item set can be configured by a combination of two or more items, so the item list may be configured to display images of up to four types of items. From the viewpoint of ensuring the user an opportunity to obtain various items, the item set does not have to be limited to a combination of two or more items, and a coordination made with only one item may also be treated as an item set. The item list also includes an amount display 1102 of the in-game currency required to purchase these items.
[0076] As described above, the other user equipment set may include a local item associated with a different residential area from the player's character. Such local items are not displayed in a special shop as a local set, and are only available when sold as a other user equipment set. In addition, a local item including a desired local item is not necessarily displayed in a special shop as a local set. Therefore, in the training game of this embodiment, in order to prevent the user from missing out on a local item, when a local item is included in an item set, the item is controlled to be displayed in an identifiable manner in the item list. The display that makes the local item identifiable can be realized, for example, by adding a light scattering effect to the local item.
[0077] After displaying detailed information about these item sets (explanation display and item list), a purchase confirmation display as shown in FIG. 12 is displayed, for example, in response to an arbitrary operation input. In the purchase confirmation display, the user can decide whether or not to purchase the item set attached to the selected mannequin. As shown in the figure, the purchase confirmation display includes a button 1201 for accepting purchase execution and a button 1202 for accepting cancellation of the purchase. When an operation input to the button 1201 is accepted, the control unit 101 subtracts the amount shown in the amount display 1102 from the in-game currency held by the user, and updates the information in the item DB 122 so that the items included in the target item set are owned by the user. The control unit 101 also controls the mannequin related to the target item set to be displayed as being out of stock.
[0078] Sales Processing Hereinafter, a specific sales process executed in relation to the sale of an item set at a special shop in the game device 100 of this embodiment will be described with reference to the flowchart in Fig. 5. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and executing the program by expanding it in the memory 103. Note that this sales process will be described as being started, for example, when an operational input related to moving to a special shop is detected in the game device 100. Note that during the execution of this sales process, the GPU 104 sequentially generates corresponding screens related to the selling shop under the control of the control unit 101, and the control unit 101 controls the display 110 to display the screens.
[0079] In S501, the control unit 101 judges whether or not it is time to change the item set for sale in the special shop. The timing for changing the item set for sale can be determined, for example, as being when the date has changed since the previous sales process was executed, or when the other user list has been updated. If the control unit 101 judges that it is time to change the item set for sale, it moves the process to S502, and if it judges that it is not time to change the item set for sale, it moves the process to S504.
[0080] In S502, the control unit 101 determines the other user wearing set from among the item sets sold in the special shop. In this embodiment, the control unit 101 selects two characters by lottery processing from the other user list of 10 characters whose information is managed in the other user list, whose wearing information 652 does not include information on paid items. Then, the control unit 101 determines two other user wearing sets based on the wearing information 652 of the information on the two selected other user characters.
[0081] In S503, the control unit 101 determines a local set from among the item sets sold in the special shop. In this embodiment, the control unit 101 selects and determines a local set of two items according to a predetermined rule from among local set candidates configured in advance using local items.
[0082] In S504, the control unit 101 places the item set determined in S502 and S503 in the area related to the special shop (hereinafter referred to as the in-store area) in a state in which the mannequin is equipped with the item set, and displays an effect (a store visit effect) in which the player's character enters the area. Here, the mannequins equipped with the item sets are placed in a predetermined arrangement order in the special shop, and after displaying the store visit effect, the control unit 101 places and displays the player's character in front of the first item set in the arrangement order.
[0083] In S505, the control unit 101 judges whether or not an operational input related to the movement of the player's character has been made. If the control unit 101 judges that an operational input related to the movement of the player's character has been made, the control unit 101 shifts the process to S506, and if the control unit 101 judges that an operational input related to the movement of the player's character has not been made, the control unit 101 shifts the process to S507.
[0084] In S506, the control unit 101 displays an effect of moving the player's character to the front of the next item set in the arrangement order, based on the operation input related to the movement of the player's character that has been performed.
[0085] In S507, the control unit 101 determines whether or not an operational input related to checking details of an item set has been made. More specifically, the control unit 101 determines whether or not an operational input related to checking details has been made when the player's character is placed in front of any of the item sets. If the control unit 101 determines that an operational input related to checking details has been made, it shifts the process to S508, and if it determines that an operational input related to checking details has not been made, it returns the process to S505.
[0086] In S508, the control unit 101 sets the item set attached to the mannequin placed in the position of the player character (the mannequin in front of which the player character is placed) to a selected state.
[0087] In S509, the control unit 101 performs control to display an explanation display and an item list for the item set that was selected in S508. Furthermore, the control unit 101 performs control to display a purchase confirmation display in response to any operation input.
[0088] In S510, the control unit 101 judges whether the operation input made to the purchase confirmation display is an operation input for making a purchase or an operation input for canceling a purchase. If the control unit 101 judges that the operation input made to the purchase confirmation display is an operation input for making a purchase, the control unit 101 moves the process to S511. If the control unit 101 judges that the operation input made to the purchase confirmation display is an operation input for canceling a purchase, the control unit 101 ends the purchase confirmation display, cancels the selection state of the item set, and returns the process to S505.
[0089] In S511, the control unit 101 executes a process for purchasing the selected item set. The process for purchasing an item set includes a process for consuming the in-game currency related to the item set, and a process for changing the user's ownership status of each item included in the item set. The control unit 101 also ends the purchase confirmation display, cancels the selection of the item set, and returns the process to S505. At this time, the control unit 101 displays an effect in which the purchased item set is out of stock in the special shop.
[0090] As described above, according to the game device of this embodiment, it is possible to ensure an opportunity to obtain an item included in a presented coordination (item set).
[0091] [Variation 1] In the above embodiment, when the social game is executed, one friend character whose information is registered in the friend list and ten other user characters whose information is registered in the other user list are selected as the visiting character, but the implementation of the present invention is not limited to this. If no information is registered in the friend list, the control unit 101 may control not to include the friend character in the visiting character. Also, if information on ten or more other user characters is not registered in the other user list, the control unit 101 may select default characters that are the number of characters that are insufficient and have different appearances that have been registered in the storage device 102 in advance, and display them as the visiting character.
[0092] [Variation 2] In the above embodiment, the other user wearing set sold at the special shop is described as being determined based on the other user character randomly selected by lottery processing from the other user list, but the implementation of the present invention is not limited to this. If the item set to be sold as the other user wearing set is randomly selected, for example, even if the user notices that the other user character wearing a local item is placed in the exchange area in the exchange game, the user may not be able to obtain the local item. In addition, for example, if the other user character wearing an item related to an event being held in the exchange game is placed in the exchange area, the user may wish to obtain the item.
[0093] Therefore, when selecting the other user wearable set, the control may be performed so that an item set including an item having a predetermined attribute is preferentially selected from among the item sets related to the other user characters displayed as visiting characters. Here, the item having a predetermined attribute is not limited to an item with a purchase condition set, such as a local item, but may include, for example, an item that is configured to be easily obtained when a specific type of character is being developed. In addition, for example, based on an event being held in the exchange area or seasonal information about the current real world or in-game residence, an item set including an item that is conditioned to be sold during the event or season (information specifying the event, etc. is specified in the item attribute 616 of the item information) may be selected.
[0094] In addition, if an item set including a paid item or an item set not satisfying a predetermined condition is excluded from the selection candidates for the other user wearing set, or if information on the other user's character is not registered in the other user list, it may not be possible to select a two-item set as the other user wearing set. For this reason, if the other user list does not contain information on a prescribed number (two items) of item sets that satisfy the conditions for selection as the other user wearing set, the control unit 101 may be configured to sell an item set selected based on a predetermined rule from among the item sets related to default characters that have been registered in advance in the storage device 102 as the other user wearing set.
[0095] [Variation 3] In the above-mentioned modified example 2, an item set including items that satisfy a specific attribute or condition is selected as the other user wearing set, but the embodiment of the present invention is not limited to this. For example, when information of an item set including information of an item that the user does not yet own is registered in the other user list, the control unit 101 may perform control so as to preferentially select the item set as the other user wearing set.
[0096] [Variation 4] As described above, it is not necessary to equip the character with the maximum number of items (up to four types in the training game of the above embodiment), and the number can be changed according to the user's preference. On the other hand, if the number of items included in the other user equipment set sold is small, the absolute number of items that the user can collect will be reduced accordingly. Therefore, the control unit 101 may perform control so that, when selecting the other user equipment set, priority is given to an item set that includes a large number of items.
[0097] [Variation 5] In addition, since an item set is sold at a price equal to the total price of the multiple items included in the set, the amount of in-game currency required for purchase may be set high depending on the contents of the multiple items. As a result, even if an item set is displayed in a special shop, it may not be possible to purchase the item set with the in-game currency held by the user. For this reason, the control unit 101 may perform control based on the amount of in-game currency held by the user, so as to preferentially select as items for sale those that can be purchased within that amount.
[0098] [Variation 6] In the above embodiment, when an item set is purchased by a user, the item set is in a stockout state until the next item set change timing is described, but the implementation of the present invention is not limited to this. For example, when an arbitrary item set is purchased, other item sets, excluding the already purchased item set, may be selected as items for sale from among candidates of the same type of item set as the purchased item set (other user equipped sets or local sets), thereby shortening the period during which the stockout state continues in the special shop.
[0099] [Variation 7] In the above-mentioned embodiment and modified example, when the timing for changing the item set for sale at the special shop arrives or when one of the item sets is purchased, the item set for sale is reselected, but the implementation of the present invention is not limited to this. The selection of the item set for sale may be performed, for example, when an operation input related to moving to the special shop is detected, that is, each time the special shop is displayed. In this way, the lineup of item sets for sale at the special shop is frequently changed, which increases the interest of the training game.
[0100] [Summary of the embodiment] The above embodiment discloses at least the following game device and program.
[0101] (1) A game device for executing a game in which a character appears, a management means for managing items that can be worn by a character related to a user in the game and that are owned by the user; a display control means for causing a display means to display an item set combining a plurality of items in the game; a purchasing means for accepting a purchase request for the item set displayed on the display means; Equipped with The management means manages, on condition that the purchase request has been accepted, items included in the item set that is the subject of the purchase request as an owned state of the user.
[0102] (2) A selection means for selecting a predetermined number of item sets to be displayed on the display means from among the display candidate item sets, The game device according to (1), wherein the display control means causes the display means to display the predetermined number of item sets selected by the selection means.
[0103] (3) The game device according to (2), wherein the selection means selects, from among the display candidate item sets, an item set that includes an item having a predetermined attribute, with priority.
[0104] (4) the game provides an opportunity for the user to obtain in-game currency that can be used by the user; The game device according to (2) or (3), wherein the selection means preferentially selects, from the display candidate item sets, an item set that can be purchased with in-game currency held by the user.
[0105] (5) Items that can be equipped to characters in the game include paid items that can be obtained by paying real currency; The game device according to any one of (2) to (4), wherein the selection means selects an item set from the display candidate item sets by excluding an item set including the paid item.
[0106] (6) The game device according to any one of (2) to (5), wherein the selection means selects, from among the display candidate item sets, an item set that includes an item that is not owned by the user with priority.
[0107] (7) The game device according to any one of (2) to (6), wherein the selection means selects an item set excluding an already-purchased item set from among the display candidate item sets.
[0108] (8) The game device according to any one of (2) to (7), wherein the selection means selects an item set from the display candidate item sets excluding an item set already displayed on the display means.
[0109] (9) The game device further includes an acquisition unit for acquiring information on characters related to one or more other users, The game device according to any one of (2) to (8), wherein the selection means includes a first item set equipped to a character related to the other user in the predetermined number of item sets.
[0110] (10) The game device according to (9), wherein the selection means selects, from the first item sets, an item set that includes a greater number of items, with priority.
[0111] (11) The game device according to (9) or (10), wherein the selection means selects an item set from the first item set that satisfies a predetermined condition.
[0112] (12) The game device according to (11), wherein the selection means selects a predetermined item set when the first item set does not include an item set that satisfies the predetermined condition.
[0113] (13) The game device according to any one of (9) to (12), wherein the selection means selects an item set from the first item set that includes a condition item for which a purchase condition in the game is set.
[0114] (14) The game device according to (13), wherein the selection means includes a second item set, which is made up of the condition items for which the character associated with the user satisfies a purchase condition, in the predetermined number of item sets.
[0115] (15) In the game, a character is assigned to one of a plurality of regions; the condition item is an item associated with any one of the plurality of regions, The game device according to (14), wherein the second item set is composed of the condition items associated with the same region as a region set for a character related to the user.
[0116] (16) The game device according to (15), wherein the condition items included in the first item set include an item associated with a region different from a region set for a character associated with the user.
[0117] (17) A game device according to any one of (13) to (16), wherein the display control means causes the display means to display an item set including the condition item from among the selected predetermined number of item sets in an identifiable manner.
[0118] (18) The game device according to any one of (13) to (17), wherein the game includes a first shop where item sets can be purchased, and a second shop where items can be purchased individually.
[0119] (19) The game device according to (18), wherein the condition item is controlled to be purchasable only in the first shop.
[0120] (20) The game device according to (18) or (19), wherein the display control means causes the display means to display a character related to the user in the first shop without an item attached thereto.
[0121] (21) The first shop is provided in a predetermined area of the game, The game device according to any one of (18) to (20), wherein the display control means causes the display means to place a character relating to the other user, equipped with an item set identical to the first item set displayed in the first shop, in the specified area and display it.
[0122] (22) The game device described in (21), wherein the display control means further causes the display means to display information indicating a character equipped with the same item set and placed in the specified area, for the first item set displayed in the first shop.
[0123] (23) The game device according to any one of (2) to (22), wherein the selection means, when a predetermined update timing is reached, reselects the predetermined number of item sets by changing the item sets of the display candidates.
[0124] (24) The game device according to any one of (1) to (23), wherein the display control means further causes the display means to display, for the displayed item set, a list of items included in the item set.
[0125] (25) The game device according to (24), wherein the display control means causes the display means to display an in-game currency required for purchase together with the list of items.
[0126] (26) The game device according to (24) or (25), wherein the display control means receives the purchase request in the item list.
[0127] (27) The game device according to any one of (24) to (26), wherein the display control means causes the display means to display a predetermined item in the item list in an identifiable manner.
[0128] (28) A program for causing a computer to function as each of the means of the game device described in any one of (1) to (27).
[0129] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0130] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Display, 121: Character DB, 122: Item DB, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Server communication I / F, 211: User DB, 300: AP, 400: Network
Claims
1. A game device for running a game in which characters appear, A management means for managing items that can be attached to a character related to a user in the aforementioned game and that are owned by the user, In the aforementioned game, a display control means is provided to display an item set, which is a combination of multiple items, on a display means. A receiving means for receiving acquisition requests for the item set displayed on the display means, A selection means for selecting a predetermined number of item sets to be displayed on the display means from among the item sets of display candidates, Equipped with, The aforementioned game offers multiple ways to obtain items. The selection means selects a predetermined number of item sets from among the candidate item sets to be displayed, based on the method of obtaining the items included in the item set. The display control means causes the predetermined number of item sets selected by the selection means to be displayed on the display means. The management means is a game device that, on the condition that the acquisition request has been accepted, manages the items included in the item set that is the subject of the acquisition request as being owned by the user.
2. The game device according to claim 1, wherein the selection means preferentially selects an item set containing an item having a predetermined attribute from among the item sets of display candidates.
3. The method of obtaining the item includes a first method of obtaining the item that requires payment in real currency, The selection means selects an item set from the list of candidate item sets by excluding the item set that contains an item obtained by the first acquisition method. The game device according to claim 1.
4. The game device according to claim 1, wherein the selection means prioritizes selecting an item set from the item sets of display candidates that includes an item not owned by the user.
5. The game device according to claim 1, wherein the selection means selects an item set from the item sets of display candidates, excluding the item set for which the acquisition request has already been received.
6. The game device according to claim 1, wherein the selection means selects an item set from the item sets of display candidates, excluding an item set that has already been displayed on the display means.
7. The system further includes means for acquiring character information relating to one or more other users, The selection means includes the first item set attached to the character of the other user in the predetermined number of item sets. The game device according to claim 1.
8. The game device according to claim 7, wherein the selection means prioritizes selecting an item set from the first item set that contains a large number of items.
9. In the aforementioned game, each character is assigned to one of several regions. The method for obtaining the aforementioned item includes a second method of obtaining it, which requires that the same region as the region set for the character relating to the user is associated with it. The selection means includes, from the first item set, an item set containing an item obtained by the second acquisition method, in the predetermined number of item sets. The game device according to claim 7.
10. The game device according to claim 9, wherein the items obtained by the second acquisition method included in the first item set are items associated with a region different from the region set for the user's character.
11. The game device according to claim 9, wherein the display control means causes the display means to display, in a manner that allows identification of the item sets among the selected predetermined number of item sets that include items obtained by the second acquisition method.
12. The game device according to claim 9, wherein the game includes a first shop where item sets can be obtained and a second shop where items can be purchased individually.
13. The game device according to claim 12, wherein the items obtained by the second acquisition method are controlled to be obtainable only at the first shop.
14. The game device according to claim 12, wherein the display control means causes the display means to display the character relating to the user in the first shop without any items attached.
15. The game device according to claim 1, wherein the selection means, when a predetermined update timing is reached, changes the item set of the display candidates and re-selects a predetermined number of item sets.
16. The game device according to claim 1, wherein the display control means further displays a list of items included in the displayed item set on the display means.
17. The game device according to claim 16, wherein the display control means causes the display means to display predetermined items in the item list in a manner that allows for identification.
18. A game device that runs a game featuring characters, A management means for managing items that can be attached to a character related to a user in the aforementioned game and that are owned by the user, In the aforementioned game, a display control means is provided to display an item set, which is a combination of multiple items, on a display means. A receiving means for receiving acquisition requests for the item set displayed on the display means, Equipped with, The aforementioned game offers multiple ways to obtain items. The display control means controls whether or not to display a set of items that are candidates for display on the display means, based on the method of obtaining the items included in the set. The management means is a game device that, on the condition that the acquisition request has been accepted, manages the items included in the item set that is the subject of the acquisition request as being owned by the user.
19. A program for causing a computer to function as one of the means of a game device according to any one of claims 1 to 18.