Control program, game device, and control method
The control program and method improve player engagement in social games by allowing selection and participation in varied competitive games with associated effects, addressing the issue of repetitive gameplay in social games with multiple players.
Patent Information
- Application Number
- JP2024167292
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2025-01-07
- Estimated Expiration
- 2038-09-14
AI Technical Summary
In social games with multiple players, participants often face the challenge of repeatedly choosing from numerous similar games, leading to a decrease in motivation to continue playing.
A control program and method that includes a storage unit for game media and effects, displaying information about game media, and allowing players to select and participate in competitive games with associated effects, ensuring varied gameplay experiences.
Enhances player motivation by providing diverse and engaging competitive game experiences, preventing a decrease in interest due to repetitive gameplay.
Smart Images

Figure 2025000779000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a control program, a game device, and a control method. [Background technology]
[0002] In recent years, servers that provide games to mobile terminals via communication networks have become widespread. Games provided by such servers include those in which multiple players can participate (so-called In social games, players can play against each other or cooperate with each other. There is a game in which not only power but also mutual communication is possible.
[0003] As one form of social game, Patent Document 1 describes a system in which multiple players cooperate to play a single A game where the goal is to defeat an enemy character by reducing their vitality to 0 (a.k.a. "raid battle"). Tor) is stated. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2001-239059 A Summary of the Invention [Problem to be solved by the invention]
[0005] In the above-mentioned game, a player starts a game in which multiple players can participate. Next, the other players can select the game they wish to join from the available games. By selecting, you join the game.
[0006] However, in a social game with many players, In this case, players had to choose which game to play from a large number of similar games. Therefore, players may play the same type of game repeatedly, and the This could result in a decrease in motivation to continue.
[0007] The present invention has been made to solve the above-mentioned problems, and provides a method for improving a player's game The purpose is to increase motivation to continue. [Means for solving the problem]
[0008] The control program according to the present invention includes a storage unit, and is used to execute a competitive game in which a plurality of players participate. A control program for a game device that executes the control program for the game device, the control program including information about a game medium and a plurality of games. and storing information about the game medium and game effects in a storage unit, and displaying the information about the game medium by a player. The instruction is acquired, and it is determined whether or not the acquisition time when the display instruction is acquired is included in a predetermined period. When it is determined that the time is included in the predetermined period, from among the information on the game effects, Associating information about the selected game effect with information about the game medium, and and allowing the player to select information about the displayed game content. In response to a command to start a battle, a battle is started for a selected game medium in which the player and other players can participate. When a player starts a match game with information related to the match, and another player joins the match game, and if so, proceeding with the competitive game.
[0009] In addition, the control program according to the present invention stores information about a game medium. Then, information regarding the plurality of game media is stored in a storage unit, and information regarding the game effect is In associating the information about the game media with each other, Regarding the information on the selected game effect among the information on multiple game effects, In associating with information about a game medium and displaying the information about the game medium, In displaying information on a plurality of game media and starting a competitive game, In response to a match start instruction, the player selects one of the pieces of information about the displayed game media. and starting a competitive game according to the information on the selected game medium. It is preferable to have the device execute the process.
[0010] In the control program according to the present invention, the information on the plurality of game effects is and depending on the information about the game media, Select one of the following to view information about the game effects associated with the selected group: and associating information about the game effect selected from the above with information about the game medium. It is preferable to have the game device execute the process.
[0011] In addition, the control program according to the present invention is a game medium selected by a match start instruction. The information related to the setting is set to be unselectable, and each time a display instruction is first obtained after the specified time arrives, and setting information about the game media that has been set to be unselectable to be selectable. It is preferable to have the device execute the process.
[0012] In the control program according to the present invention, the end time of the predetermined period coincides with the predetermined time. It is preferable to do so.
[0013] In the control program according to the present invention, the other players may request to participate in the competitive game. The player can start a battle game in response to a request from another player by operating the screen to request participation. The screen will contain information about the game effects that will be applied in the match game. It is preferable that:
[0014] In the control program according to the present invention, after the end of the competitive game, the player and the other player It is preferable to have the gaming device associate information related to the benefit with the layer. stomach.
[0015] In the control program according to the present invention, the player and the other players A player game selected from information about a player game medium associated with the player Participate in a competitive game using information about the game media, and information about multiple game effects is A game that occurs depending on whether or not a predetermined condition related to the selected player game medium is satisfied. Preferably, the content of the game effect includes information about different game effects.
[0016] In the control program according to the present invention, the content of the game effect is related to other players. It is preferable that the information regarding the associated benefit be changed.
[0017] In the control program according to the present invention, Each is associated with information about the parameters of the game progress, and the game effect The content is preferably changing information about the parameter.
[0018] The game device according to the present invention is a game device for executing a competitive game in which a plurality of players participate. A game device that stores information about a game medium and information about a plurality of game effects. a memory unit for storing information on the game medium; an acquisition unit for acquiring an instruction for displaying information on the game medium from a player; a determination unit that determines whether or not an acquisition time at which the display instruction is acquired is included in a predetermined period; When it is determined that the acquisition time is included in the predetermined period, A game that associates information about the game effect selected from the above with information about the game medium. a game effect applying unit, a display unit that displays information about the game medium, and a display unit that allows a player to select the displayed information. In response to a match start instruction, the player and the other player select information regarding the selected game content. The game starts a competitive game in which the user can participate and in which information about the selected game medium is associated. A match start part in which the player starts the match, and a match progress part in which the player starts the match when another player joins the match. It also has a battle progress section.
[0019] The control method according to the present invention is also provided with a storage unit, and is a method for controlling a competitive game in which a plurality of players participate. A method for controlling a game device that executes a game and storing information related to the game medium in a storage unit, and receiving an instruction from a player to display information related to the game medium. It is determined whether the time when the display instruction is acquired is included in a predetermined period, and If it is determined that the game effect is included in the predetermined period, the game effect is selected from among the plurality of game effect information. The information on the game effect obtained by the game is associated with information on the game medium, and Displaying information and starting a match by allowing a player to select information about the displayed game content In response to a command, information regarding a selected game medium in which the player and other players can participate is displayed. When a game associated with the information is started and another player joins the game, This includes progressing through a competitive game. Effect of the Invention
[0020] The control program, game device and control method according to the present invention allow a player to This will increase the motivation to continue using the service. [Brief description of the drawings]
[0021] [Figure 1] FIG. 1 is a schematic diagram for explaining an overview of a game provided by a mobile terminal. [Diagram 2] FIG. 1 is a schematic diagram for explaining an overview of a game provided by a mobile terminal. [Diagram 3] 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. [Figure 4] 2 is a diagram showing an example of a schematic configuration of a mobile terminal 2. FIG. [Diagram 5] 1A is a diagram showing an example of a menu screen 510 displayed on the display unit 24 of the portable terminal 2, and FIG. 1B is a diagram showing an example of a match selection screen 520 displayed on the display unit 24 of the portable terminal 2. [Figure 6] 13A is a diagram showing an example of a battle game screen 610 displayed on the display unit 24 of the portable terminal 2, and FIG. 13B is a diagram showing an example of a battle result screen 620 displayed on the display unit 24 of the portable terminal 2. [Figure 7] 7A is a diagram showing an example of a battle participation screen 710 displayed on the display unit 24 of the portable device 2, and FIG. 7B is a diagram showing an example of a participation ineligibility notification screen 720 displayed on the display unit 24 of the portable device 2. [Figure 8] FIG. 2 is a diagram illustrating an example of a schematic configuration of a server 3. [Figure 9] FIG. 9 is a diagram showing an example of the data structure of a game effect table 900. [Figure 10] 10 is a diagram showing an example of the data structure of a game content table 1000. FIG. [Figure 11] FIG. 11 is a diagram showing an example of the data structure of a player table 1100. [Figure 12] 12 is a diagram showing an example of the data structure of a player game media table 1200. FIG. [Figure 13] 13 is a diagram showing an example of the data structure of an enemy game media table 1300. FIG. [Figure 14] 14A shows an example of the data structure of a match table 1400, and FIG. 14B shows an example of the data structure of a participating player table 1460. FIG. [Figure 15] 1 is a flow diagram showing an example of a competitive game process in the game system 1. FIG. [Figure 16] 1 is a flow diagram showing an example of a competitive game process in the game system 1. FIG. [Figure 17] FIG. 11 is a flow diagram showing an example of a game media setting process. [Figure 18] FIG. 11 is a flow diagram showing an example of a match start process. [Figure 19] FIG. 11 is a flow diagram showing an example of a battle progress process. [Figure 20] FIG. 11 is a flow diagram showing an example of a match extraction process. [Figure 21] FIG. 11 is a flow diagram illustrating an example of a participation process. [Figure 22] FIG. 11 is a flow diagram illustrating an example of a result generation process. [Diagram 23] FIG. 23 shows an example of the data structure of a game effect table 2300. [Figure 24] FIG. 24 is a diagram showing an example of the data structure of a game effect group table 2400. [Diagram 25] FIG. 25 shows an example of the data structure of a game effect table 2500. [Figure 26] FIG. 26 shows an example of the data structure of a game effect table 2600. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] Various embodiments of the present invention will be described below with reference to the drawings. The technical scope of the present invention is not limited to those embodiments, but is limited to the inventions and their equivalents described in the claims. Please note that this covers equivalents.
[0023] (Outline of this embodiment) 1 and 2 are diagrams for explaining an outline of a game provided by a mobile terminal. It should be noted that the mobile terminal is an example of a game device.
[0024] First, the mobile terminal acquires an instruction from the player to display information about the game content (see FIG. 1(1)). The game media are various games or various services provided by the game device. It is electronic data used in games, etc., such as characters, cards, or avatars. be.
[0025] The game contents may be items, points, virtual currency, tickets, or parameters. In addition, the game media may store level information, status information, and parameter information (such as physical strength and attack power). It may be information on abilities (skills, abilities, spells, jobs, etc.) or abilities (attack power, etc.). Media can be acquired, owned, used, managed, exchanged, synthesized, enhanced, and sold by players in the game. Any electronic data that can be discarded, disposed of, and / or donated, etc. Furthermore, the manner in which the game media may be used is not limited to that explicitly stated in this specification.
[0026] Next, in response to receiving the display instruction, the mobile terminal The server then receives a display instruction. It is determined whether the acquired time is included in a predetermined period. If so, the server selects any one of a plurality of pieces of information regarding the game effect that have been previously stored in the server. The server selects one of the game effects. The server transmits information about the selected game effect to the information about the game content. In the example shown in FIG. 1(2), the game medium is “Media The information on "Medium A", "Medium B" and "Medium C" includes the game effects "Effect A", "Effect Information regarding "Effect B" and "Effect C" are associated with each other.
[0027] Game Effects are any effects that affect the progress of a competitive game provided by a mobile device. Game effects include, for example, the effects of a player or related to a player in a competitive game. This includes effects that change the level or parameters of characters that have been added. As a result, in a battle game, the level or parameters of the opponent game medium may be changed. The game effect may include an effect that moves the player in a match game. This may include an effect of varying the number of benefits or the probability of them being awarded.
[0028] Next, the server receives information about the game medium associated with the information about the game effect. The mobile terminal then displays information about the received game content. (3) in FIG. 1. The information about the game content may be, for example, a unique identifier for the game content. In the example shown in FIG. 1(3), the information about the game content is the enemy game content. The image of the card is associated with information about the body. An image of the enemy game medium of "Enemy A" is displayed on the image of the game medium of "Medium A." That is, the information about the game medium of "medium A" includes information about the enemy game medium of "enemy A." The information about the game media is associated with an icon representing the game media. The image may be an image such as a logo or a character string.
[0029] The player can select the displayed game content to be associated with the game content. The player can start a competitive game against the enemy game medium. This is a raid battle in which players cooperate to defeat enemy game media. The game may be a game in which players compete against each other to determine the winner or ranking.
[0030] The mobile terminal may display information about multiple game media. For example, information on an enemy game medium may be associated with the game medium. In the example shown in (3) above, information on the game media “Medium A,” “Medium B,” and “Medium C” is The information about the enemy game medium of "Enemy A" may be associated with the enemy game medium.
[0031] Next, the mobile terminal allows the player to select information about the displayed game content. Information about a game medium in which a player can participate with other players in response to a command to start a match In the example shown in (4) of Figure 2, The selected game medium, "Medium B," contains information about the game effect of "Effect B" and " The information on the enemy game media of "Enemy B" is associated with the information on the enemy game media of "Enemy B". "Effect B" is associated, and a fighting game against "Enemy B" is started.
[0032] Next, when another player joins the competitive game, the mobile terminal of the other player The game proceeds as shown in FIG. 2(5). In the example shown in FIG. 2(5), the player A player participates in a battle game using a character, and other players can He participates in competitive games using his character.
[0033] Then, for the player who started the competitive game and the other players who participated in the competitive game, Then, "Effect B" is applied and the game progresses. If the effect is to change the parameters of a character, other players in the game The parameters of the character will change. Also, "Effect B" is given in the battle game. In the case of a game effect that changes the number or probability of the bonuses awarded to a player in a competitive game, Depending on the player, the number of benefits given to other players or the probability of giving the benefits varies.
[0034] As described above with reference to FIG. 1 and FIG. 2, the mobile terminal One or more of the pieces of information on game effects associated with information on game effects The mobile device then plays a match game in which information about the game effects is associated with the game. A competitive game with different game effects associated therewith can be provided to the players. It is possible to prevent a decline in the player's motivation to continue playing the competitive game.
[0035] In addition, when the time when the portable terminal acquires the display instruction of the game medium is included in the predetermined period, If so, the information about the game effect is associated with the information about the game content. Therefore, the mobile terminal allows a player who has started a competitive game to display information about the game content. Depending on the time of the game, whether or not the game effect is applied changes. To provide other players with various competitive games with different game effects applied according to the layer. This makes it possible to prevent other players from losing motivation to continue playing the competitive game. .
[0036] The above explanation of FIGS. 1 and 2 is provided only to deepen understanding of the contents of the present invention. The present invention is specifically embodied in the following embodiments, and the present invention Various modifications may be made without substantially departing from the principles of the present invention. All such variations are within the scope of the present invention and disclosure herein.
[0037] (Configuration of Game System 1) FIG. 3 is a diagram showing an example of a schematic configuration of the game system 1. As shown in FIG.
[0038] The game system 1 includes a mobile terminal 2a, a mobile terminal 2b, and a mobile terminal 2c, which are operated by a plurality of players. b, a mobile terminal 2c, and a server 3. In the example shown in FIG. However, the number of mobile terminals is not limited to this. , the mobile terminal 2b and the mobile terminal 2c may be collectively referred to as the mobile terminal 2.
[0039] The mobile terminal 2 and the server 3 are connected to each other through, for example, a base station 4, a mobile communication network 5, a gateway 6, and The mobile terminal 2 and the server are connected to each other via a communication network such as the Internet 7. Communication is performed between the server 3 and the server 4 based on a predetermined communication protocol. The protocol is, for example, the Hypertext Transfer Protocol. The mobile terminal 2 is a game server that provides games. However, the game device is not limited to the mobile terminal 2. For example, the server 3 The portable terminal 2 and the server 3 may be used as a game device. 1 may be used as a gaming device.
[0040] The mobile terminal 2 is, for example, a terminal device such as a multi-function mobile phone (a so-called "smartphone"). The mobile terminal 2 may be, for example, a mobile phone (a so-called "feature phone"), a mobile information Terminals (Personal Digital Assistants, PDAs), tablets It may be a terminal or tablet PC (Personal Computer), etc. The portable terminal 2 may be a portable game machine, a portable music player, a notebook PC, or the like.
[0041] (Configuration of mobile device 2) FIG. 4 is a diagram showing an example of a schematic configuration of the mobile terminal 2. As shown in FIG.
[0042] The mobile terminal 2 is connected to a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. The portable terminal 2 is connected to the server 3 via the mobile terminal 2 and communicates with the server 3. The mobile terminal 2 controls the progress of the game according to various instructions received from the server 3. The mobile terminal 2 receives various data and displays the game progress screen, etc. The device includes a communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit 25. can.
[0043] The terminal communication unit 21 is a communication interface including an antenna having a sensitivity band within a predetermined frequency band. The terminal communication unit 21 is provided with a base station circuit and connects the mobile terminal 2 to a communication network. 4, the LTE (Long Tera) communication is performed between the base station 4 and the base station 5 via a channel assigned by the base station 5. The base station 4 establishes a wireless communication line using the 100 MHz (100 MHz) Evolution (100 MHz) method or the like, and communicates with the base station 4. Then, the terminal communication unit 21 transmits the data provided from the terminal processing unit 25 to the server 3. In addition, the terminal communication unit 21 transmits data received from the server 3 to the terminal processing unit 25. Supply.
[0044] The terminal storage unit 22 is, for example, a ROM (Read Only Memory), a RAM ( The terminal is equipped with a semiconductor memory device such as a Random Access Memory (RAM). The unit 22 is an operating system program used for processing in the terminal processing unit 25, Stores driver programs, application programs, data, etc. The driver program stored in the memory 22 is an input device driver program for controlling the operation unit 23. and an output device driver program for controlling the display unit 24. The application program stored in the storage unit 22 is a control program that controls the progress of the game. The data stored in the terminal storage unit 22 is used when playing a game. The terminal storage unit 2 also stores various data (e.g., information about the game medium, etc.) that are stored in the terminal storage unit 2. 2 may temporarily store data relating to a predetermined process.
[0045] The operation unit 23 is a pointing device such as a touch panel. The player uses the operation unit 23 to input letters, numbers, symbols, or The operation unit 23 can input a position on the display screen of the display unit 24. When the device is operated by the processor, it generates a signal corresponding to the operation. This is supplied to the terminal processing unit 25 as a layer instruction.
[0046] The display unit 24 is a liquid crystal display. The display unit 24 is an organic electroluminescence (EL) display. The display unit 24 may be a luminescence (UV) display or the like. It displays a video according to the video data supplied from 25, an image according to the image data, etc.
[0047] The terminal processing unit 25 is a single or multiple processors that operate according to a computer program (software). A plurality of processors, one or more dedicated processors for executing at least a part of various processes Circuitry, including hardware circuits or a combination of them The terminal processing unit 25 is a unit that comprehensively controls the overall operation of the mobile terminal 2. For example, a CPU (Central Processing Unit). The device processing unit 25 processes the program stored in the device storage unit 22 and the operation by the player. Based on various instructions inputted in response to the operation of the unit 23, various information processes are carried out in an appropriate procedure. The terminal processing unit 25 executes the terminal communication unit 21 and controls the operation of the display unit 24. Operating system program and driver program stored in the storage unit 22 and executes various information processing based on application programs. 25 can execute multiple programs in parallel.
[0048] (Explanation of each screen) Below, examples of various screens displayed on the display unit 24 of the mobile terminal 2 will be described with reference to FIGS. 5 to 7. This article explains:
[0049] FIG. 5(a) shows an example of a menu screen 510 displayed on the display unit 24 of the mobile terminal 2. FIG.
[0050] The menu screen 510 may be, for example, an application for executing the game in this embodiment. The application program starts in response to a start instruction input by the player through the operation of the operation unit 23. The menu screen 510 is displayed when the application program is started. After the program is started, a predetermined title screen or the like may be displayed.
[0051] The menu screen 510 includes a main game screen display instruction object 511 and a battle selection object. A screen display instruction object 512 and a formation screen display instruction object 513 are included. The main game screen display instruction object 511 instructs the display of the main game screen. The object is for selecting a menu input in response to the operation of the operation unit 23 by the player. The input position on the screen 510 is within the display area of the main game screen display instruction object 511 If so, a main game screen display instruction is input to the mobile terminal 2. The mobile terminal 2 to which the display instruction has been input displays the main game screen.
[0052] In the following description, the input position on the screen input in response to the operation of the operation unit 23 by the player will be referred to as If the position is within the object's display area, the object is selected by the player. This is sometimes referred to as the "case in which
[0053] The main game screen is a screen on which the player executes the main game. 2 is the main game, and players will carry out quests that progress according to the game scenario. EST is also called exploration or mission, and has multiple stages. The mobile device 2 executes the process of each stage in sequence. A battle game between a character and an enemy character, the granting of bonuses such as game media to players, The game includes various games such as battle games in which players participate. The enemy characters are game media owned by the player, and the enemy characters are game media owned by other players or are game media (so-called “non-player characters”) controlled by the mobile terminal 2.
[0054] The match selection screen display instruction object 512 instructs the display of a match selection screen 520 described later. This is an object for displaying the match selection screen by the player. When 512 is selected, a battle selection screen display instruction is input to the mobile terminal 2. The selection screen display instruction is an example of an instruction to display information about a game medium.
[0055] The composition screen display instruction object 513 is an object for instructing the display of the composition screen. When the player selects the organization screen display instruction object 513, The composition screen display command is input to the mobile terminal 2. The mobile terminal 2 to which the composition screen display command is input , display the formation screen.
[0056] The formation screen is used by the player to form a deck for use in the main game and the battle game. The deck is the game media owned by the player (hereafter, the player game media). The main game and the competitive game are played using the The combination of one or more game contents selected by the player on the organization screen. The operation unit 23 is operated to select a main game or a competitive game among the player game media. A deck is created by selecting one or more player game media to be used.
[0057] FIG. 5(b) shows an example of a match selection screen 520 displayed on the display unit 24 of the mobile terminal 2. FIG.
[0058] The battle selection screen 520 includes a plurality of game contents 521 and a battle participation screen display instruction object. The game media 521 includes unselected game media 523 and selected game media 522. The unselected game medium 523 includes a game medium in which multiple players can participate. This is an object for starting a battle game. This is an object that indicates that the battle game corresponding to the body has already started.
[0059] When the player selects an unselected game medium 523, the selected unselected game medium 52 A display instruction for a battle game screen of a battle game with an enemy game medium of a type corresponding to 3 is given to the mobile terminal 2 The portable terminal 2 to which the instruction to display the battle game screen has been input starts the battle game. At the same time, a battle game screen 610 is displayed. When the mobile terminal 2 next displays the match selection screen 520, The display of the selected unselected game medium 523 is changed to the display of the selected game medium 524. The selected game content 524 is set so that it cannot be selected by the player. In other words, the player selects each of the unselected game contents 523 one by one. The player can select the game once and start a battle game. 13 is an example of a match start instruction by a player selecting information related to a game medium.
[0060] As described above, each of the multiple game media 521 starts a competitive game. In the example shown in FIG. 5(b), two unselected game media 523 and one The selected game content 524 is displayed. That is, the player can play one match game. The team has already started two games and has the right to start two more games. In the example shown in (b), the unselected game media 523 is displayed as an image showing the back of a card, The selected game medium 524 is a card that displays an image of an opponent game medium in a battle game. The surface of the device is displayed as an image.
[0061] The battle participation screen display instruction object 522 is used to instruct the display of the battle participation screen 710. The battle participation screen display instruction object 522 is an object for When selected, a battle participation screen display instruction is input to the mobile terminal 2. The portable terminal 2 to which the command has been input displays the battle participation screen 710. The details will be described later.
[0062] FIG. 6(a) shows an example of a battle game screen 610 displayed on the display unit 24 of the mobile terminal 2. The player can select one or more player game media on the battle game screen 610. A deck including the body is used to play a competitive game against an enemy game medium.
[0063] The battle game screen 610 includes a player's strength gauge area 611 and a player's deck information area 612. area 612, player game media information area 613, enemy strength gauge area 614, and enemy game The video includes a music media information area 615, a remaining time limit area 616, and a score area 617.
[0064] In the player's vitality gauge area 611, a gauge showing the vitality value of the player is displayed. The layer's strength value is set to the player's maximum strength value at the start of the match game. The player's maximum strength value is determined by the number of pieces of the player's game media included in the player's deck. The value is based on the value of the parameter.
[0065] The player's strength value increases when the player's game content or the enemy's game content takes a predetermined action. For example, the player's strength increases or decreases when an enemy game content takes an attacking action. The player's physical strength decreases as the player's game medium takes a recovery action. When the player's physical strength value reaches zero, the player quits the match game. If a player's vitality value becomes zero, the player will leave the match. The player who is unable to fight may be incapacitated without any further action. The body becomes unable to act.
[0066] The player deck information area 612 displays the player game media included in the player's deck. In the example shown in FIG. 6(a), the player deck information area 612 displays displays a portion of an image representing each of the player's game media contained in the player's deck. The player deck information area 612 displays the player's deck information. Text indicating the name of the game medium, ability values, etc. may be displayed.
[0067] The player game media information area 613 displays the player game media included in the player's deck. In the example shown in FIG. 6(a), information about one of the game media is displayed. The information area 613 displays images representing the player game media contained in the player's deck. The player game media information area 613 displays the game media included in the player's deck. The information on the player game media designated in advance among the player game media is displayed. The player game media information area 613 may also include information about the game media included in the player's deck. Information on player game media that are performing a predetermined action among the player game media For example, the player game content information area 613 may display the player's deck. Among the player game contents included in G, player game contents performing an attacking action are represented. An image showing the same may be displayed.
[0068] In the enemy strength gauge area 614, a gauge showing the strength value of the enemy game content is displayed. The vitality value of the game media is the maximum vitality value set for each opponent game media when the match begins. The strength value of the enemy game medium is set to a value when the player game medium or the enemy game medium reaches a predetermined value. For example, the strength value of an enemy game content increases or decreases depending on the player's game content. The strength of the enemy game content decreases when the body performs an attacking action. It increases when the body performs recovery actions. And when the enemy game media's stamina value reaches zero, In this case, the player wins the battle game. The player's game content may also increase or decrease depending on the actions of other players participating in the game. For example, The strength value of the enemy game content increases when the player game content of the other player takes an attacking action. Therefore, it decreases.
[0069] In the enemy game content information area 615, information about the enemy game content is displayed. In the example shown in FIG. 1, an image representing an enemy game medium is displayed in the enemy game medium information area 615. is.
[0070] The remaining time limit area 616 indicates the remaining time limit for continuing the competitive game. The remaining time limit is calculated by subtracting the time limit set for each enemy game from the time limit set for each enemy game. This is the time that has elapsed since the game started minus the time that has elapsed. If so, the player loses the competitive game.
[0071] The score area 617 displays the cumulative score that the player has acquired in the competitive game. The player receives a score when the player game medium performs a predetermined action. For example, when the player game medium performs an attacking action, the player may The player receives a score according to the amount of vitality the enemy game medium has lost as a result of the action.
[0072] In the battle game screen 610, the player operates the operation unit 23 to instruct a predetermined attacking action. By inputting a command, the player game medium is caused to perform an attacking action. When the body performs an attacking action, the enemy game medium's stamina value decreases. If the player reduces the opponent's vitality value to zero before the time runs out, the player loses the battle game. On the other hand, if the remaining time limit is reached before the enemy game's vitality value is reduced to zero, If the opponent game content takes an offensive action, the player loses the battle game. This will decrease the player's physical strength. And when the player's physical strength reaches zero, If the player leaves the game, The mobile terminal 2 displays a battle participation screen 710, which will be described later.
[0073] When a predetermined condition is satisfied, the player takes an attacking action on the player game medium. The predetermined condition may be, for example, when the player operates the operation unit 23. The predetermined condition is to succeed in a predetermined action by operating the By selecting an image of the player's game media displayed in the deck information area 612, The predetermined condition may be the passage of a predetermined time.
[0074] In addition, if a player becomes unable to fight or leaves the battle game, Even if other screens such as the battle participation screen 710 described later are displayed, If the opposing player's game content takes an attacking action and reduces the opponent's health value to zero, , the player wins the competitive game.
[0075] FIG. 6(b) shows an example of a battle result screen 620 displayed on the display unit 24 of the mobile terminal 2. The battle result screen 620 is a diagram showing the battle result of the player on the battle game screen 610. The battle result screen 620 is displayed when the player loses the battle. may be displayed in.
[0076] The battle result screen 620 includes a ranking display area 621 and a bonus display area 622. The ranking display area 621 displays the rankings of the players who participated in the competitive game. The ranking of a certain number of players with the highest scores, their names, and the scores they have earned are displayed. will be done.
[0077] The bonus display area 622 displays information identifying the game content to be given to the player as a bonus. The game contents given as a bonus are, for example, characters that can be used in the game. The bonuses include items, points, etc. The game contents that are given as bonuses are not included in other games. The bonus may include avatars and virtual currency that can be used in the game. Whether or not the bonus is awarded to the player may be determined according to a predetermined award probability. The content of the game media awarded as a reward, as well as the number and probability of receiving the reward, will depend on the player's ranking or rank. The bonus may be determined according to the score that the player has acquired. The content of the game media and the number and probability of receiving the bonuses will be determined based on the game data associated with the competitive game described below. The determination may be made in response to information about the effect of the game.
[0078] After the battle result screen 620 is displayed, the battle selection screen 620 is displayed again in response to a predetermined operation by the player. A selection screen 520 is displayed.
[0079] FIG. 7(a) shows an example of a battle participation screen 710 displayed on the display unit 24 of the mobile terminal 2. The battle participation screen 710 is displayed when a battle participation screen display instruction is input on the battle selection screen 520. The battle participation screen 710 includes a plurality of battle display areas 711 and and a game effect display area 712.
[0080] The battle display area 711 displays information about battle games started by other players. In the example shown in FIG. 7(a), the battle display area 711 displays a part of an image representing an enemy game medium. , the name of the enemy game medium, a stamina gauge showing the remaining stamina value of the enemy game medium, and the remaining time of the battle game. The time and the name of the player who started the match are displayed. The display area 711 may include information about a competitive game started by the player himself. This allows the player to rejoin the competitive game from which he or she left.
[0081] The game effect display area 712 displays the effect of each battle game corresponding to the battle display area 711. Information about the game effects that will be applied in the battle game will be displayed for each item. The information on the game effect applied in the battle game is the battle game screen display instruction. Regarding game effects associated with information about the game medium selected to be entered The information about the game effect is text that indicates the name or content of the game effect. In the example shown in FIG. 7(a), When a player participates in a game against "Enemy A", the player wins the game. It has been revealed that a game effect will be applied that will increase the probability of receiving a special bonus by 1.5 times. In addition, for the battle display area 711 of a battle game to which no game effect is applied, The game effect display area 712 may not be displayed. When you participate in a game against "Enemy B", the game effect is not applied. There are.
[0082] On the battle participation screen 710, the player selects a battle option corresponding to the battle game in which he or she wishes to participate. When the player selects the battle display area 711, A participation request instruction is input to the mobile terminal 2. The mobile terminal 2 to which the participation request instruction is input is If participation in the game is possible, a battle game screen 610 is displayed on the display unit 24. When the terminal 2 is unable to participate in the competitive game, the terminal 2 displays a participation-unavailable notification screen 7 on the display unit 24. Show 20.
[0083] When a player participates in a competitive game, the player may consume a predetermined consumable item. In this case, the portable terminal 2 to which the participation request instruction is input is used to receive a predetermined consumable item from the player. Determine whether the player owns the specified consumable item. If the player owns the specified consumable item, As described above, the mobile terminal 2 determines whether or not participation in the competitive game is possible. If the player does not have the predetermined consumable item, the mobile terminal 2 A message is displayed indicating that the player does not possess any expendable items, and the battle game screen 610 is displayed. Not shown.
[0084] FIG. 7B shows an example of a participation refusal notification screen 720 displayed on the display unit 24 of the mobile terminal 2. The participation-denied notification screen 720 includes a participation-denied notification display area 721 and a confirmation object. The participation-disabled notification display area 721 includes a notification that the player is not allowed to participate in the competitive game. A text or the like indicating that the action was possible is displayed. This object indicates that the player has confirmed the non-participation notification. When the participant selects the event 722, the mobile terminal 2 ends the display of the participation refusal notification screen 720, A battle participation screen 710 is displayed.
[0085] (Server 3 configuration) 8 is a diagram showing an example of a schematic configuration of the server 3. The server 3 receives an instruction from the mobile terminal 2. In response to the instruction, the server 3 manages various information used in the game. The server 3 transmits various game information and the like to the mobile terminal 2. The server includes a receiving unit 31, a server storage unit 32, and a server processing unit 33.
[0086] The server communication unit 31 is a communication interface for connecting the server 3 to the Internet 7. The server communication unit 31 is equipped with a base circuit and communicates with the Internet 7. The data received from the second etc. is supplied to the server processing unit 33, and the data received from the server processing unit 33 is The data is transmitted to the mobile terminal 2, etc.
[0087] The server storage unit 32 is, for example, a magnetic tape device, a magnetic disk device, or an optical disk device. The server storage unit 32 is provided with at least one of the following devices for processing by the server processing unit 33. Operating system programs, driver programs, applications used The server storage unit 32 stores the application programs and data. The program stores various game information for each mobile terminal 2 in response to various instructions from each mobile terminal 2. The computer program stored in the server storage unit 32 is a game program for managing the game information. The program may be stored on a portable computer-readable medium such as a CD-ROM or DVD-ROM. The software is installed in the server storage unit 32 from the recording medium using a known setup program or the like. may be installed.
[0088] The server storage unit 32 stores data such as a game effect table, a game content table, a play table, and The player game medium table, the opponent game medium table, the player table, the match table, etc. The server storage unit 32 may also temporarily store data related to a predetermined process. That is, the server storage unit 32 is a volatile RAM (Random Access Memory). emory, etc., and may store dynamic data that changes as the game progresses.
[0089] In addition, the game effect table, the game content table, the play table, and the like stored in the server storage unit 32 are Some or all of the player's game media table, the opponent's game media table, and the match table may be As described above, the information is acquired by the device processing unit 25 and stored in the device storage unit 22.
[0090] FIG. 9 is a diagram showing an example of the data structure of the game effect table 900. Table 900 contains the game effect ID 910, game effect The award period 920 and the game effect content 930 are stored in association with each other.
[0091] The game effect ID 910 is identification information for uniquely identifying each game effect. In the example shown in FIG. 9, the game effect table 900 records at least eight game effects. Each game effect is stored in a unique way. D910 is remembered.
[0092] The game effect granting period 920 stores information about each game effect in the game medium. In the example shown in FIG. 9, The same game effect granting period 920 is stored for each game effect. When the time when the game selection screen display command is acquired is included in the game effect granting period 920 , selected from the information on the game effect stored in the game effect table 900. The information about the game effect is associated with the information about the game content. A different game effect awarding period 920 may be stored for each game effect. The information on the game effect whose acquisition time is included in the game effect granting period 920 is selected. Information about the selected game effect is associated with information about the game medium.
[0093] The game effect content 930 is information indicating the content of each game effect. The content 930 may be a sequence of instructions for causing a mobile device to realize a game effect. The content of the effect is as shown in Figure 9, "1.5 times the points when you win." The effect may be to change the amount of the benefit given when the player wins the competitive game. The game effect is shown in FIG. 9 as “1.5 times the parameters of the player’s game content.” As such, the parameters associated with the player game media used in the battle game The game effect may be an effect that changes the game data, etc. As stated in "In the case of group A formation," the group selected to be used in the battle game The content of the game effect that occurs depending on whether the conditions regarding the layer game medium are met It is possible for the two to be different. Note that "in the case of Type A formation" refers to the player game described below. A player who has a game media type of "Type A" must use a deck that contains only game media. The condition is that the player wins the game. As the title says, "1.5x bonus points" are awarded when a player wins a match. The effect may be to change the probability of granting the ability.
[0094] FIG. 10 is a diagram showing a system for managing information on game content displayed on the battle selection screen 520. FIG. 1 is a diagram illustrating an example of the data structure of a game content table 1000. 000 contains information about each game medium, such as the game medium ID 1010, Game effect ID 1020, player ID 1030, enemy game medium ID 1040, selection state 1 050 and the deadline 1060, etc. are stored in association with each other.
[0095] The game media ID 1010 is identification information for uniquely identifying the game media.
[0096] The game effect ID 1020 is an identifier for identifying a game effect associated with the game medium. If the game content is not associated with a game effect, In the example shown in FIG. 10, the game media ID 1010 is “7.” In the game medium, the game effect ID 1002 is not stored. In response to a match start instruction from Ya to select a game medium with a game medium ID 1010 of "7", In the match game started in response, game effects will not be applied.
[0097] The player ID 1030 uniquely identifies a player who can display information about the game media. In the example shown in FIG. 10, the game media ID 1010 is from "1" to "6." In this game medium, the player ID 1030 is stored as "1". The mobile terminal 2 of the player whose layer ID 1030 is "1" receives an instruction to display the battle selection screen. When the game media ID 1010 is acquired, the mobile terminal 2 is connected to the game media having the game media IDs “1” to “6”. Display information about the
[0098] The enemy game medium ID 1040 is a fighting game medium with which information about the game medium is associated. In the example shown in FIG. 10, For a game medium with a medium ID 1010 of "1", the enemy game medium ID 1040 is "1". That is, the mobile terminal 2 stores the game medium ID 1010 by the player. When a battle game screen display instruction for selecting the game medium “1” is received, the mobile terminal 2 starts a competitive game against an enemy game medium whose enemy game medium ID 1040 is "1."
[0099] Note that the same enemy game medium ID 1040 may be associated with multiple game media. In the example shown in FIG. 10, the game medium with the game medium ID 1010 of “6” has the game medium I Just like the game media with D1010 being "1", the enemy game media ID 1040 is "1". In this case, the player can select the game medium whose game medium ID 1010 is “1”. Regardless of whether the player selects the game media with the game media ID 1010 of "6" or the game media with the game media ID 1010 of "6", the enemy game media The player can start a competitive game against an opponent game medium whose body ID 1040 is "1". That is, the player plays a game against an enemy game medium whose enemy game medium ID 1040 is “1”. Each team has the right to start the match twice.
[0100] The selection status 1050 includes information identifying whether the game content is unselected or selected. The game media whose selection status is “unselected” are stored in the memory. On the selection screen 520, the game media is displayed as an unselected game media 523 and is set to be selectable. The game content whose selection status is “selected” is displayed on the mobile terminal 2 on the battle selection screen 52. At 0, it is displayed as selected game media 524 and is set to be unselectable.
[0101] The expiration date 1060 is the time when the information on the game medium expires. In this example, the same time is stored as the deadline 1060 for all game media. The portable terminal 2 that has received the instruction to display the battle selection screen from the player receives the instruction until the time of the acquisition is within the period 106 If the time has not passed 0, a battle selection screen 520 including information about the game medium is displayed. If the acquisition time has passed the deadline 1060, the mobile terminal 2 The game selection information includes information about the game medium that is set to be selectable. A selection screen 520 is displayed.
[0102] The time limit 1060 may be different for each game medium. The game media that first received a match selection screen display instruction after the game media expiration date 1060 The information about the game effect is associated with the information about the game effect and can be selected. will be done.
[0103] The deadline 1060 is the end of the game effect granting period 920 in the game effect table 900. This may be set to the same time as the time before the deadline 1060 arrives. Depending on the time when the match selection screen display instruction is acquired, the information about the game medium is changed to the game effect. To avoid having players with and without associated information on the In other words, fairness between players is guaranteed.
[0104] The deadline 1060 is the end of the game effect granting period 920 in the game effect table 900. For example, the deadline 1060 may be set to a time different from the time of the game effect table 9. The time may be set to a time earlier than the end time of the game effect granting period 920 of 00. The player can determine whether the game effect desired by the player is applied before and after the deadline 1060 has arrived. The game can be played repeatedly. For example, the deadline 1060 is , set to a time later than the end time of the game effect granting period 920 in the game effect table 900. In this way, the player can play the game before the deadline 1060 arrives. If the battle selection screen 520 is not displayed during the effect granting period 920, the player's game medium The information about the game effect will no longer be associated with the information about This increases the willingness to play competitive games. When a game effect that a player does not want is applied in a competitive game, the player may: You can wait for the game effects to update before starting the match. 1060 is an example of a predetermined time.
[0105] FIG. 11 shows the data structure of a player table 1100 for managing information about players. The player table 1100 includes information about each player. Regarding the player ID 1110, player name 1120, formation 1130, owned items 1140, owned points 1150, etc. are stored in association with each other.
[0106] The player ID 1110 is identification information for identifying a player. 120 is a character string indicating the name of the player set by the player. 30 is identification information of the player game medium included in the deck used by the player in the battle game The player can change the player game contents included in the deck on the organization screen. The owned item 1140 is identification information of an item owned by the player. An item is something that has a certain effect in the game when possessed or used by a player. The possession item 1140 is, for example, a game medium that a player generates in a battle game. By winning, the player will be awarded 1150 points. This is information that indicates the amount of points that a player has. Points are used to purchase items in the game. These are game media required to perform actions such as purchasing games. 50 is given to a player as a reward for winning a match game, for example. It is granted.
[0107] FIG. 12 shows a player game content table 1 for managing information related to player game content. FIG. 12 is a diagram showing an example of the data structure of the player game content table 1200. Player game media ID 1210, name 1220, image 1230, parameters 1240, Type 1250, etc. are stored in association with each other.
[0108] The player game media ID 1210 is an identifier for uniquely identifying the player game media. The name 1220 is a character string representing the name of the player game content. Parameter 124 is the file name or path of an image representing the player game media. 0 is a parameter associated with the player game medium that affects the progress of the battle game. be.
[0109] In the example shown in FIG. 12, a vitality value and an attacking power value are stored as parameters. is a parameter that affects the player's maximum physical strength. For example, is the total value of the strength values of the player game media included in the deck. In the game, the number of enemy game contents that decreases when the player game contents take an attacking action is This is a parameter that affects the stamina value. For example, when the player takes an attack action, In this case, the strength value of the enemy game content that is reduced is equal to the attack strength value of the player game content. .
[0110] The type 1250 stores information that identifies the type of player game content. Type 1250 varies depending on whether conditions regarding the player game medium are met. Used as a condition for the player's game media when a game effect occurs .
[0111] FIG. 13 shows data of an enemy game content table 1300 for managing information on enemy game content. FIG. 13 is a diagram showing an example of a data structure of the enemy game content table 1300. Enemy game media ID 1310, name 1320, image 1330, parameters 1340, time of restriction The time 1350, the number of participants 1360, and the benefits 1370 are stored in association with each other.
[0112] The enemy game content ID 1310 is identification information for identifying the enemy game content. The image 1330 represents the name of the enemy game content. The parameter 1340 is the file name or path of the image to be displayed. In the example shown in FIG. 13, the parameters 1340 are the physical strength value and the attack The vitality value is the vitality value ( The attack power value represents the maximum physical strength of the opponent game medium in a battle game. This parameter affects the player's physical strength, which decreases when the enemy game content The player's physical strength value that decreases when an attacking action is taken is equal to the attack strength value of the enemy game medium. value.
[0113] The time limit 1350 is the limit for a competitive game when a competitive game with an enemy game medium is started. That is, the player has a time limit of 1350 from the start of the match game. If the opponent's vitality value is reduced to zero before the time stored in the game has elapsed, the match is won. The number of participants 1360 is the number of players who can participate in a game against an enemy game medium. The bonus 1370 is the upper limit value when the player wins a game against an enemy game medium. The figure shows the type of bonus given to the player and the number or probability of the bonus being given. In the example shown, if a player wins a competitive game against an enemy game medium with an enemy game medium ID of "1", The player is awarded 100 points and has a 50% chance of winning the item. The bonus is awarded to the player when the bonus is displayed on the player table 1100. In the It means that something can be linked.
[0114] FIG. 14(a) shows the data structure of a match table 1400 for managing information related to match games. FIG. 14 is a diagram showing an example of a structure of the match table 1400. Battle ID 1410, game medium ID 1420, enemy game medium ID 1430, starting player The ID 1440, start time 1450, participating players and remaining stamina 1470, etc. are recorded in association with each other. It is remembered.
[0115] The battle ID 1410 is identification information for identifying a battle game. When a player inputs a command to display the battle game screen, the server process described below is executed. The game medium ID 1420 is stored by the player 33 in order to start a competitive game. The enemy game media ID 1430 is the game media ID of the game media selected by the layer. This is identification information of the enemy game media in a battle game, and is associated with the game media ID 1420. The starting player ID 1440 is the identification information of the opponent game medium that has been started. The start time 1450 is the time when the player starts the competitive game. The start time 1450 is used to determine whether the remaining time limit of the match game has reached zero. The participating players are the players who are playing the match game. The information about the participating players is stored for each game in the Participating Players Table, which will be described later. The remaining strength of the enemy game medium is stored as 1460. The remaining strength of the enemy game medium is stored as 1470. It is.
[0116] FIG. 14( b ) is a diagram showing an example of the data structure of the participating player table 1460 . The participating player table 1460 includes a player ID 1461, a deck 1462, and a score 1 463 and the benefit 1464 are stored in association with each other. In the example shown in FIG. 14(a), the game ID 1410 is “1”. 14 shows an example of the data structure of a participating player table 1460.
[0117] The player ID 1461 is identification information of the player playing the battle game. The players who are playing a competitive game are the players who started the competitive game and the players who started the game. The deck 1462 includes the other players who participated in the game being played. The player game media ID, health value, attack power value, etc. of the player game media included in the deck The player game media ID included in the deck 1462 is In the rule 1100, the player ID stored in the composition 1130 associated with the player ID The game media ID. The physical strength and attack strength values included in the deck 1462 are In the player game media table 1200, the parameters associated with the player game media ID These are the stamina value and attack power value stored in the meter 1240.
[0118] In addition, in a competitive game, a game effect that changes the parameters of a player's game content is suitable. When used, the stamina value of the player game medium of the player playing the battle game shall be The attack power value is the physical strength value and attack power value changed by the game effect. In the example shown in Figure 1, the game effect applied in the battle game is the one with the game effect ID "2". In the example shown in FIG. 9, the game effect with the game effect ID "2" is , the game effect is that the parameters of the player's game content are multiplied by 1.5. In the example shown in FIG. 14(b), the parameters of the player game media in deck 1462 are When the effect is applied, the damage is multiplied by 1.5 (x1.5).
[0119] The score 1463 is the cumulative score that the player has acquired in the match game. The 1464th item describes the content and number of bonuses given to players when they win a competitive game. In addition, when a game effect is applied in a battle game, The contents of the benefits and the number of benefits or the probability of benefits being awarded may change depending on the game effect. and the number of points awarded or the probability of awarding.
[0120] The above-mentioned multiple tables may be appropriately divided or combined and stored. The information stored in the table may be changed as desired within the scope of the present invention. For example, in the match table 1400, the game effect related to the match game can be displayed. That is, in the game table 1400, Instead of the body ID 1420, a game effect ID may be stored. In 0, instead of the start time 1450, the time when the remaining time limit becomes zero or the remaining time limit The time may be stored.
[0121] Returning to FIG. 8, the server processing unit 33 executes the following steps in accordance with a computer program (software): One or more processors that operate, one or more processors that execute at least some of the various processes A circuit is a circuit that includes multiple dedicated hardware circuits, or a combination of them. The server processing unit 33 is a unit that controls the overall operation of the server 3. The server processing unit 33 controls the server storage unit 32. Executes various information processing procedures in an appropriate manner based on programs stored in the The server processing unit 33 controls the operation of the server communication unit 31. Operating system programs, driver programs and applications The server processing unit 33 executes various information processing based on a program. Programs can be executed in parallel.
[0122] (Description of the terminal processing unit 25 and the server processing unit 33) The device processing unit 25 of the mobile device 2 and the server processing unit 33 of the server 3 will be described below. First, the terminal processing unit 25 will be described.
[0123] As shown in FIG. 4, the terminal processing unit 25 includes a storage processing unit 251, an acquisition unit 252, and a game device. a game medium acquisition unit 253, a battle progress unit 254, a participation request unit 255, and a display control unit 256. Each of these units is a program executed by a processor included in the device processing unit 25. Alternatively, each of these parts is a function module realized by firmware and It may be implemented in the mobile terminal 2 as the above.
[0124] The storage processing unit 251 acquires data stored in the server 3 via the terminal communication unit 21. For example, the storage processing unit 251 stores the player game media table By acquiring the game media table 1200 and the enemy game media table 1300, the player game The storage processor 251 acquires information about the game medium and information about the enemy game medium. The data is then transferred to the server when a certain condition is met (for example, when a game application is started). The information may be acquired periodically (for example, when the information is updated or when an update notification is received from the server 3). For example, every hour. In addition, some or all of the above data may be acquired by the game app. It may be stored in the terminal storage unit 22 as a part of the application.
[0125] The acquisition unit 252 acquires a match selection screen display instruction. The command to display the match selection screen 520 is, for example, a command to display the match selection screen 520. On the screen 510, the player selects a battle selection screen display instruction object 512. and is obtained by:
[0126] The acquisition unit 252 also acquires a fighting game screen display instruction. is an instruction to display the battle game screen 610. For example, on the battle selection screen 520, the player selects an unselected game medium 523. The battle game screen display instruction is obtained by Includes the game media ID.
[0127] The acquisition unit 252 also acquires a match progress instruction. The match progress instruction is used to progress the match, The battle progress instruction is an instruction to update the battle game screen 610 according to the progress of the battle. For example, in the battle game screen 610, a player performs an attack action on the player game medium. The match progress instructions contain information about the progress of the match. The information on the progress of the battle may be, for example, the game medium of the player who performed the attacking action. This is information that identifies the
[0128] The acquisition unit 252 also acquires a battle participation screen display instruction. The battle participation screen display instruction is This is an instruction to display the battle participation screen 710. The battle participation screen display instruction is, for example, On the battle selection screen 520, the player selects a battle participation screen display instruction object 522. It is obtained by:
[0129] The acquisition unit 252 also acquires a battle participation request instruction. The request to join a match is an instruction for a player to join a match game being played. When the player selects the battle display area 711 on the battle participation screen 710, It will be acquired.
[0130] In response to the acquisition unit 252 acquiring the battle selection screen display instruction, the game media acquisition unit 253 Then, the game media information transmission request is transmitted to the server 3 via the terminal communication unit 21. The medium transmission request includes the acquisition time when the acquisition unit 252 acquired the battle selection screen display instruction and the mobile terminal The player ID of the second player is included.
[0131] In addition, the game medium acquisition unit 253 receives information about the game medium via the terminal communication unit 21. The game medium acquisition unit 253 receives the information on the received game medium. is stored in the game media table 1000 of the terminal storage unit 22.
[0132] In response to the acquisition unit 252 acquiring the battle game screen display instruction, the battle progression unit 254 For example, the battle progression unit 254 may The game medium ID 1010 included in the battle game screen display instruction is The associated game effect ID 1020 and enemy game media ID 1030 are obtained. The match progression unit 254 then transfers the player table 1100 in the terminal storage unit 22 to the player game table 1100. The media table 1200 is referenced to obtain information about the player's deck. The information about the player game medium included in the player's deck may be, for example, The game medium ID 1210 and the parameters 1240. Next, the battle progression unit 254 With reference to the game content table 1300, information on the bonus and information on the enemy game content are Next, the battle progression unit 254 acquires the game medium ID 1010 and the acquired game Effect ID 1020, information about enemy game media, deck information and bonus information A request to start a match including the information is sent to the server 3.
[0133] Next, the match progress unit 254 sends a match start notification (described later) via the terminal communication unit 21. The match progress unit 254 receives the match start notification from the game server 3. The information on the progress of the match is stored in the match table 1400 in the terminal storage unit 22. The execution unit 254 starts the competitive game. When the competitive game is started, the competitive game progress unit 254 In this case, the game media table 1000 is referenced, and the game media included in the battle game screen display instruction is The selection status 1050 associated with the object ID 1010 is set to selected. The battle progress unit 254 receives information about the game medium selected by the battle game screen display instruction. Set to unselectable.
[0134] In addition, in response to the acquisition unit 252 acquiring a battle progress instruction, the battle progression unit 254 For example, the battle progression unit 254 may When the match progress instruction is acquired, the participating player table 1400 60 to obtain the attack power value of the player game medium that performed the attack action. The battle progress unit 254 calculates the remaining points on the battle table 1400 according to the attack power value of the player's game medium. By reducing the enemy's health by 1470 and increasing their score by 1463, The game progress unit 254 then updates the stamina value of the game medium and the player's score. Then, battle progress information is generated, the battle progress information including the vitality value of the selected enemy game medium and the score of the player. The battle progress unit 254 then transmits the generated battle progress information to the server 3 via the terminal communication unit 21. Believe.
[0135] In addition, the match progression unit 254 receives match update information, which will be described later, from the server 3. The unit 254 receives the match update information and stores the match update information in the terminal storage unit 22. For example, the match progression unit 254 updates the match table 1400. 00's remaining strength 1470 and score 1463 are updated. proceeds with the competitive game.
[0136] In addition, the battle progression unit 254 transmits the battle result information, which will be described later, to the server via the terminal communication unit 21. The battle progress unit 254 receives the information on the benefits included in the received battle result information. For example, the match progression unit 254 updates the player table 1100 based on the information. The owned items 1140 and owned points 1150 in the layer table 1100 are updated. In response to this, the match progression unit 254 grants a bonus to the player. is an example of a match start section.
[0137] In response to the acquisition unit 252 acquiring the battle participation screen display instruction, the participation request unit 255: The participation request unit 255 requests information about a participating competitive game from the server 3. For example, the participation request unit 255 Then, the participant transmits a participation available competitive game information request to the server 3 via the terminal communication unit 21 .
[0138] In addition, the participation request unit 255 requests participation in competitive game information via the terminal communication unit 21. The available game information includes a game ID and a game associated with the game ID. The game effect ID includes at least the game effect ID related to the game effect. This is an example of the information.
[0139] In response to the acquisition unit 252 acquiring a battle participation request instruction, the participation request unit 255 The request to join the battle is sent to the server 3. The request to join the battle includes at least the battle ID and the player ID. The participation request unit 255 also includes information regarding the deck of the player via the terminal communication unit 21. The server 3 then receives participation availability information from the server 3. The participation availability information includes The information for identifying whether or not the player can participate in the game is included. If so, it contains information about the game.
[0140] The display control unit 256 controls the display unit 24 to display the menu screen 510. For example, In response to the game application being started, the display control unit 256 displays a menu screen. Surface 510 is displayed.
[0141] In addition, the display control unit 256 controls the display unit 24 to display the match selection screen 520. For example, the display control unit 256 may display information related to the game media when the game media acquisition unit 253 receives the information related to the game media. In response to the selection, the display control unit 256 displays a battle selection screen 520. If the selection status included in the information regarding the game medium received by the acquisition unit 253 is “not selected,” Then, a battle selection screen 520 including an object representing an unselected game medium 523 is displayed. In addition, the display control unit 256 uses the information on the game media received by the game media acquisition unit 253 to If the included selection state is “selected”, an object representing the selected game content 524 is Displaying the match selection screen 520 includes the following items: This is an example of displaying information about a media.
[0142] In addition, the display control unit 256 controls the display unit 24 to display a competitive game screen 610. For example, when the battle progression unit 254 receives a start notification from the server 3, the display control unit 256 In response to the above, the display control unit 256 displays a battle game screen 610. Refer to the player table 1100 and the player game media table 1200 in part 22. The display control unit 25 acquires an image of the player game media included in the deck of the layer. 6 refers to the enemy game media table 1300 in the terminal storage unit 22, The display control unit 256 acquires the image of 1300 and the time limit information. A battle game screen including an image of a layer game medium, an image of an opponent game medium, and time limit information Show 610.
[0143] In addition, the display control unit 256 detects whether the participation request unit 255 is able to participate in the competitive game from the server 3. In response to receiving participation availability information including information identifying the participation availability, Surface 610 is displayed.
[0144] In addition, the display control unit 256 controls the display unit 24 to update the competitive game screen 610. For example, the display control unit 256 receives the battle update information from the server 3. In response to the above, the display control unit 256 updates the battle game screen 610. Based on the information contained in the update, the remaining stamina of the match table 1400 has been updated to 1470. In this case, the display of the enemy's strength gauge area 614 is updated to change the battle game screen 610. The display control unit 256 updates the battle progress information when the battle progress unit 254 sends the battle progress information to the server 3. When the transmission is made, the competitive game screen 610 may be updated.
[0145] In addition, the display control unit 256 controls the display unit 24 to display a battle participation screen 710 . For example, the display control unit 256 receives the participation request unit 255 from the server 3 as the participation-available competitive game information. In response to receiving the message, the battle participation screen 710 is displayed. 13 is an example of a screen requesting participation in a competitive game.
[0146] In addition, the display control unit 256 controls the display unit 24 to display the participation refusal notification screen 720. For example, the display control unit 256 receives a participation request from the server 3 for a competitive game from the participation request unit 255. In response to receiving a participation notification that includes information identifying the inability to participate, The possible notification screen 720 is displayed.
[0147] Next, the server processing unit 33 will be described.
[0148] As shown in FIG. 8, the server processing unit 33 includes a game content setting unit 331 and a match update unit 332. The server includes a server processor 332, a participation processor 333, and a result generator 334. The function module is realized by a program executed by the processor of the management unit 33. Alternatively, each of these units may be implemented in the server 3 as firmware.
[0149] The game media setting unit 331 receives a game media information transmission request from the mobile terminal 2. The game content setting unit 331 then refers to the game content table 1000 in the server storage unit 32. The game media information transmission request includes a game media associated with the player ID 1030. Next, the game media setting unit 331 receives a game media information transmission request. The acquisition time included in the request is before the expiration date 1060 of the information on the acquired game medium. It is determined whether or not
[0150] If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 Then, the selection status 1050 of the information about the acquired game content is set to "not selected." If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 Then, the server refers to the game effect table 900 in the server storage unit 32 to check whether the acquisition time is within the game effect grant period. It is determined whether the value is included in the interval 920.
[0151] If it is determined that the acquisition time is included in the game effect granting period 920, the game medium setting unit 331 is information on a game effect selected from information on a plurality of game effects For example, the game content setting unit 331 associates the acquisition time A predetermined number (for example, 1 Select one of the game effects information and display the game effect of the selected game effect information. The game effect grant period 92 for multiple game effects is acquired. If the value is included in the value of 0, the game content setting unit 331 randomly selects information about the game effect. Alternatively, information regarding a game effect that is predetermined for each game medium may be selected. Next, the game media setting unit 331 sets the acquired game effect ID 910 to the game media The game effect ID is stored as the game effect ID 1020 in the game content table 1000. When information on a plurality of game media is stored in the game media setting unit 1000, 31 provides a method for determining the effect of a selected game for each of the pieces of information relating to a plurality of game media. The information to be displayed is associated with information regarding the game medium.
[0152] In addition, if it is determined that the acquisition time is not included in the game effect granting period 920, The body setting unit 331 does not associate information about the game effect with information about the game content.
[0153] Next, the game content setting unit 331 updates the expiration date 1060 of the game content. For example, The game media setting unit 331 sets a number of predetermined deadlines (for example, 10:59 each day) The deadline 1060 is updated by storing the closest deadline among the deadlines. Next, the game content setting unit 331 acquires information about the updated game content. Next, the game media setting unit 331 receives the acquired game media via the server communication unit 31. The information regarding the above is transmitted to the mobile terminal 2.
[0154] In this way, the game media setting unit 331 can set the game media content for the first time after the deadline 1060 has arrived. Every time the acquisition unit 252 acquires a battle selection screen display instruction, The information about the medium is set to be selectable. 13 is an example of a game effect imparting section.
[0155] It should be noted that the deadline 1060 does not have to be associated with the game content. In this case, After the set update time (for example, 10:59 each day) has passed, the game media setting unit 331 When the game content display request is first received, the game content setting unit 331 sets the game content to be non-selectable. The information about the set game content is made selectable. Also, at the time of a predetermined update, When the time has elapsed, the game content setting unit 331 performs the selection of the game content set as unselectable. The information to be displayed may be set to be selectable.
[0156] The match update unit 332 stores information about the match. For example, the match update unit 332 A match start request is received from the portable terminal 2 via the server communication unit 31. The match update unit 332 The game ID 1410 is associated with the information about the game included in the received game start request. The match information is then recorded in the match table 1400 in the server storage unit 32 together with information about the opponent game content. The match update unit 332 also stores information about the decks included in the received match start request. Next, the match update unit 332 acquires the information about the match and the information about the benefit. When a game effect is applied, refer to the game effect table 900 and check the information on the deck. Next, the match update unit 332 updates the deck information and The information regarding the prize and the prizes is stored in the participating player table 1460. 2 generates a match start notification including a match ID 1410 and information about the match game. Then, the match update unit 332 sends a match start notification to the portable terminal 2 via the server communication unit 31. Believe.
[0157] In addition, the match update unit 332 updates information related to the match. For example, the match update unit 332 receives the battle progress information from the portable terminal 2 via the server communication unit 31. The update unit 332 updates the game progress information stored in the server storage unit 32 based on the received game progress information. For example, the match update unit 332 refers to the match table 1400. By checking the information, the battle game corresponding to the battle ID 1410 included in the battle progress information is identified. In this case, the match update unit 332 updates the remaining vitality 1470 associated with the specified match game. and score 1463 are updated based on the information included in the battle progress information. The match update unit 332 updates information related to the match.
[0158] The match update unit 332 also stores the updated match table 1400 as match update information. The match update unit 332 transmits the match update information to the portable terminals 2 of the players participating in the match game. Therefore, it is not necessary to transmit the match update information to the portable terminal 2 that transmitted the match progress information.
[0159] The participation processing unit 333 provides information about a competitive game that can be participated in. For example, The management unit 333 receives a participation available fighting game information request from the portable terminal 2 via the server communication unit 31. Next, the participation processing unit 333 receives the match table stored in the server storage unit 32. 1400, information on a predetermined number of available competitive games is extracted. A competitive game is a competitive game that has not yet finished and has fewer than the maximum number of participating players. A game that is not yet finished is one where the remaining time is not zero. In addition, the remaining vitality value of the enemy game medium is not zero. If there are more than a predetermined number of war games, the participation processing unit 333 determines whether the start time 1450 is the participation time. A predetermined number of competitive games may be extracted in order of the time when the available competitive game information request was received. .
[0160] Next, the participation processing unit 333 transmits information about the extracted competitive game via the server communication unit 31. The information on the participation in the competitive game is transmitted to the portable terminal 2 as the participation-available competitive game information. The management unit 333 provides information regarding available competitive games.
[0161] In addition, the participation processing unit 333 executes a process for participating in a competitive game. 333 receives a participation request from the mobile terminal 2b via the server communication unit 31. Next, The participation processing unit 333 refers to the match table 1400 stored in the server storage unit 32 and The game corresponding to the game ID 1410 included in the joining request is identified. The unit 333 determines whether or not the identified competitive game is a participatory competitive game.
[0162] If it is determined that the game is a competitive game that the player can participate in, the participation processing unit 333 of the mobile terminal 2b The player's player ID is stored in the participating players table 1460 of the match table 1400. Next, the participation processing unit 333 performs the following processing regarding the deck of the player included in the received participation request: The information regarding the game medium to be played and the information regarding the opponent game medium in the competitive game are then acquired. When a game effect is applied in a competitive game, the processing unit 333 stores the game effect in the game effect table 9. Refer to 00 and change the information about the deck and the benefits. Next, the participation process The unit 333 stores information about the deck and information about the benefit in the participating player table 1460. Next, the participation processing unit 333 identifies whether participation in the competitive game is possible and stores the information in the The information on the game to be played and the information on the game to be played stored in the game table 1400 Generate information.
[0163] If it is determined that the game is not a participable competitive game, the participation processing unit 333 Participation availability information including information identifying that participation is not possible is generated. The management unit 333 transmits the generated participation information to the mobile terminal 2.
[0164] The result generating unit 334 determines whether the competitive game has ended. 34 refers to the match table 1400 stored in the server storage unit 32, and If the stamina value is zero, or the remaining time limit is zero based on the start time 1450 If it is determined that the game has ended, it is determined that the competitive game has ended.
[0165] In addition, when it is determined that the competitive game has ended, the result generating unit 334 generates the competitive result information For example, when it is determined that the competitive game has ended, the result generating unit 334 transmits Refer to table 1400 and calculate the winnings for each player who played the match game. The ranking is decided according to the score. Also, if a player wins a match game, The result generating unit 334 refers to the participating player table 1460 of the match table 1400, The content of the benefit and the number or probability of the benefit are acquired. Next, the result generation unit 334 determines whether or not the benefit is to be given. Based on the probability, the result generating unit 334 determines the content and amount of the benefit. The player table 1100 is updated based on the information about the rewards received. The generation unit 334 transmits the match result information including the determined ranking and the contents of the bonus to the participants of the match game. The information is then transmitted to the mobile terminal 2 of the player.
[0166] 15 and 16 are flow charts showing an example of a competitive game process in the game system 1. In the example shown in FIG. 15 and FIG. 16, the mobile terminal 2a starts a competitive game. The mobile terminal 2 is a mobile terminal of the player, and the mobile terminal 2b is a mobile terminal of another player who is participating in the competitive game. This is mobile terminal 2.
[0167] FIG. 15 will be described. First, the acquisition unit 252 of the mobile terminal 2a receives a battle selection screen display instruction. Next, the game media acquisition unit 253 of the mobile terminal 2a acquires the game media information (S1501). The game medium setting unit 331 of the server 3 then transmits a game medium information transmission request to the server 3. The game content setting process is executed (S1503). Next, the game content setting unit 331 transmits information about the game content to the mobile terminal 2. Next, the display control unit 256 of the portable terminal 2a displays the match selection screen 520. (S1505).
[0168] Next, the acquisition unit 252 of the mobile terminal 2a acquires a fighting game screen display instruction (S15 11). Next, the battle progression unit 254 of the mobile terminal 2a sends a battle start request to the server 3. Next, the match update unit 332 of the server 3 executes a match start process (S1513). The match start process will be described later. Next, the match update unit 332 of the server 3 The display control unit 256 of the portable terminal 2a then transmits a start notification to the portable terminal 2a. The game screen 610 is displayed (S1515).
[0169] Next, the acquisition unit 252 of the portable terminal 2a acquires a battle progress instruction (S1521). Then, the battle progression unit 254 of the portable terminal 2a executes the battle progression process (S1523). The battle progress process will be described later. The battle game screen 610 is updated (S1525). Next, the battle progress section 25 of the mobile terminal 2a The server 3 then updates the match progress information in the match update section 332. The battle table 1400 is updated (S1527).
[0170] Next, a description will be given of Fig. 16. The acquisition unit 252 of the mobile terminal 2b acquires a battle participation screen display The participation request unit 255 of the mobile terminal 2b receives the instruction (S1601). The participation processing unit 333 of the server 3 then transmits a competitive game information request to the server 3. A battle extraction process is executed (S1603). The battle extraction process will be described later. The participation processor 333 of the server 3 transmits the participation-available competitive game information to the mobile terminal 2b. Next, the display control unit 256 of the portable terminal 2b displays the battle participation screen 710 (S160 5).
[0171] Next, the acquisition unit 252 of the portable terminal 2b acquires a battle participation request instruction (S1611). Next, the participation request unit 255 of the mobile terminal 2b transmits a participation request to the server 3. Then, the participation processing unit 333 of the server 3 executes a participation determination process (S1613). The determination process will be described later. Next, the participation processing unit 333 of the server 3 determines whether or not participation is possible. The mobile terminal 2b then transmits information that identifies whether or not participation is possible to the participation information. If the content is included, the display control unit 256 of the mobile terminal 2b displays the battle game screen 610. (S1615).
[0172] Next, the acquisition unit 252 of the portable terminal 2b acquires a battle progress instruction (S1621). Then, the battle progression unit 254 of the portable terminal 2b executes the battle progression process (S1623). Then, the display control unit 256 of the portable terminal 2b updates the competitive game screen 610 (S162 5) Next, the battle progress unit 254 of the mobile device 2a transmits the battle progress information to the server 3. Next, the match update unit 332 of the server 3 updates the match table 1400 (S162 7) Next, the match update unit 332 of the server 3 transmits the match update information to the mobile terminal 2a. Next, the match progress unit 254 of the mobile terminal 2a updates the match table 1400. The display control unit 256 of the terminal 2a updates the competitive game screen 610 (S1629).
[0173] In addition, in the above-mentioned battle progress process (S1623), when the battle is over, the server 3 The match update unit 332 executes a result generation process (S1631). Next, the match update unit 332 of the server 3 updates the match result information on the mobile terminal 2. Then, the mobile terminal 2a and the mobile terminal 2b transmit the battle progress information to the mobile terminal 2a and the mobile terminal 2b. 54 gives a bonus to the player, and the display control unit 256 of the mobile terminal 2a and the mobile terminal 2b A battle result screen is displayed (S1633), and the series of processes is terminated.
[0174] FIG. 17 is a flow diagram showing an example of a game content setting process. The medium setting unit 331 refers to the game medium table 1000 stored in the server storage unit 32. The game media information transmission request includes a game media associated with the player ID 1030. Next, the game content setting unit 331 acquires information about the game content. The acquisition time included in the media information transmission request is the expiration date 1060 of the information on the acquired game media. It is determined whether the acquisition time is before the expiration of the period 1060 (S1703). If it is determined that the above is the case (S1703-Yes), the series of processes ends.
[0175] If it is determined that the acquisition time is not before the expiration of the time limit 1060 (S1703-No), The game medium setting unit 331 sets the selection state 1050 of the acquired information about the game medium to “unselected.” ", the game medium is set to be selectable (S1705). The game media setting unit 331 refers to the game effect table 900 stored in the server storage unit 32. Then, it is determined whether the acquisition time is included in the game effect granting period 920 (S1707). If it is determined that the acquisition time is included in the game effect granting period 920 (S1707-Ye s), the game media setting unit 331 selects from among the information on the game effects. The information regarding the game effect is associated with the information regarding the acquired game medium (S1709). Next, the game content setting unit 331 updates the expiration date of the game content (S1711), The processing ends.
[0176] FIG. 18 is a flow diagram showing an example of a match start process. First, the match update unit 3 of the server 3 The game update unit 32 receives a game start request from the portable terminal 2a (S1801). 332 associates the match ID with information about the match game included in the received match start request. The match update unit 332 then stores the received match in the match table 1400 (S1803). Obtain information about the deck and information about the privilege included in the received match start request (S 1805). Next, the match update unit 332 updates the game effect to be applied in the match game. In this case, the information about the deck and the information about the bonus are changed (S1807). The battle update unit 332 updates the participating player table 1 with information about the deck and information about the benefit. 460 (S1809). Next, the match update unit 332 stores the match ID and the match game A match start notification including information regarding the above is generated (S1811), and the series of processes is terminated.
[0177] FIG. 19 is a flow diagram showing an example of a battle progress process. The mobile terminal 2 acquires a battle progress instruction (S1901). Next, the battle progress unit 254 determines whether the acquired battle progress instruction is related to an attack action of the player game medium. The game progress information is related to the attacking action of the player's game medium. If it is determined that there is a match (S1903-Yes), the match progress unit 254 00 and obtains the attack power value of the player's game medium (S1905). The progression unit 254 changes the body of the enemy game medium on the battle table 1400 according to the acquired attack power value. The power value 1480 is decreased, and the score in the participating player table 1460 is increased (S19 07). Next, the match progression unit 254 creates a match progression page including information about the updated match game. Line information is generated (S1909), and the process ends.
[0178] FIG. 20 is a flow diagram showing an example of the battle extraction process. First, the participation processing unit 3 of the server 3 33 receives a participation available fighting game information request from the mobile terminal 2b via the server communication unit 31. Next, the participation processing unit 333 receives the corresponding The game table 1400 is referenced to extract information about available games (S200 3) Next, the participation processing unit 333 detects whether the number of pieces of information related to the extracted competitive games has reached a predetermined number. It is determined whether the number of pieces of information related to the match game exceeds a predetermined number (S2005). If it is determined that the extracted pair is included (S2005-Yes), the participation processing unit 333 Information on a predetermined number of fighting games is further extracted from the information on fighting games (S200 7). Next, the participation processing unit 333 extracts information on the predetermined number or less of the competitive games. Then, the CPU 10 generates information about available competitive games (S2009), and the process ends.
[0179] FIG. 21 is a flow diagram showing an example of the participation process. First, the participation processing unit 333 of the server 3 receives a participation request from the mobile terminal 2b via the server communication unit 31 (S2101). Next, the participation processor 333 refers to the match table 1400 stored in the server memory 32. Then, the participation processing unit 2103 identifies the competitive game included in the participation request by checking the participation request. The control unit 333 determines whether the identified competitive game is available for participation (S2105). If it is determined that the war game is joinable (S2105-Yes), the participation processing unit 333 The player acquires information about the deck and information about the bonus (S2107). In the case where a game effect is associated with the competitive game, the participation processing unit 333 Next, the participation processing unit 33 changes the information related to the participation and the information related to the benefit (S2109). 3. Information about the deck and information about the benefits are sent to the participating players of the match table 1400. The participation processing unit 333 then stores the information in the table 1460 (S2111). and information about the stored competitive game. Participation availability information is generated (S2113), and the series of processes ends.
[0180] If it is determined that the competitive game is not available for participation (S2105-No), the participation processing unit 33 3 generates participation availability information including information identifying the inability to participate in a competitive game. Then, the series of processes is terminated (S2115).
[0181] FIG. 22 is a flow diagram showing an example of the result generation process. First, the result generation unit 3 of the server 3 34 refers to the match table 1400 stored in the server storage unit 32 and determines when the match game is over. It is determined whether the competitive game has ended (S2201). If the answer is "Yes" in S2201, the result generating unit 334 refers to the competition table 1400 and The ranking of each of the players is determined (S2203). If it is determined that there is no such person (S2201-No), the result generating unit 334 ends the series of processes. Next, the result generation unit 334 determines whether the player has won the competitive game. (S2205). If it is determined that the player has won the competitive game (S2205-Ye s), the result generating unit 334 refers to the participating player table 1460 of the match table 1400. The content of the benefit and the number or probability of the benefit are obtained (S2207). If it is determined that the game has not been won (S2205-No), the process proceeds to S2211. The result generation unit 334 determines the content and number of the bonuses based on the probability of the bonus being awarded (S 2209). Next, the result generating unit 334 generates a result including the determined ranking, the contents of the benefit, and the number of benefits to be awarded. Then, the CPU 12 generates match result information including the match result (S2211), and ends the series of processes.
[0182] As described above, the game system according to the present invention is a game system in which multiple players participate. A game device for executing a game, comprising: information on a game medium and information on a plurality of game effects; and a terminal storage unit 22 for storing information on the game medium to be displayed by the player. The acquisition unit 252 acquires the instruction, and the acquisition time when the display instruction is acquired is the game effect granting period 92 0, and if it is determined that the acquisition time is included in the game effect granting period 920, If a game effect is selected, the game effect information selected from the game effect information a game medium setting unit 331 for associating the game medium with information related to the game medium; A display unit 24 for displaying information and a display unit for allowing a player to select information relating to the displayed game content. In response to the selected match start command, the selected game is played in which the player and other players can participate. A fighting game in which information on a game effect is associated with information on a medium When other players join the game, information about the game effect becomes relevant. and a match progression unit 254 that progresses the match game. By doing so, the game device according to the present invention enhances the player's motivation to continue playing the game. In addition, the game system according to the present invention can provide a plurality of game effects. The information on the game effect selected from the information is applied in the competitive game. This makes it easier to provide diverse competitive games with limited resources. It is possible.
[0183] In the game system according to the present invention, the match progress unit 254 executes a match start command. The information about the game medium selected by the user is set to be unselectable, and the game medium setting unit 331 After the deadline for the information on the game medium has arrived, the acquisition unit 252 first displays the battle selection screen. Each time an instruction is received, information about the game media that has been made unavailable is made available. In this way, the player can easily purchase the game media information when the deadline 1060 for the game media information arrives. The game becomes active because you try to input the command to start the match before you start the match.
[0184] In the game system according to the present invention, the end time of the game effect granting period 920 is The expiration date may coincide with the expiration date 1060 of the information on the game medium. All users who input the match selection screen display command before the expiration date of the information on the game media The information about the game effects is related to the information about the game media of all players. This ensures fairness between players.
[0185] In the game system according to the present invention, the other players can view the battle participation screen 710. The player can participate in the competitive game in response to a participation request from another player by operating the player. The participation screen 710 includes information regarding game effects that are applied in the competitive game. In this way, other players can view the battle participation screen 710 and see the It is now possible to select and participate in a match game that is associated with the game effect you desire, making it convenient. Sexuality improves.
[0186] In the game system according to the present invention, the progress of the battle between the portable terminal 2a and the portable terminal 2b After the end of the competitive game, the row section 254 transmits information about the benefit to the player and the other players. In this way, players can play a competitive game in order to receive benefits. It increases motivation to start and invigorates the game.
[0187] In the game system according to the present invention, the player and the other players The information on the game media selected from the information on the game media associated with the The information about the game effect is used to participate in a competitive game, and the information about the game effect is Depending on whether a predetermined condition regarding the player game medium is satisfied, different predetermined games are played. In this way, the player can select a countermeasure to satisfy a predetermined condition. Players need to select the game media to be used in the war game, and the strategy of the game is improved. do.
[0188] In the game system according to the present invention, the content of the game effect is related to other players. The information about the associated benefit may be changed. Layers can select and participate in competitive games to receive more or different rewards. This will increase players' motivation to continue playing the game.
[0189] In addition, in the game system according to the present invention, Each is associated with information about the progress of the match game, and the content of the game effect is determined by the parameter In this way, the player can change the information about the battle game. In order to progress in the game advantageously, players can now select and participate in competitive games, and the game continuation Motivation increases.
[0190] (Variation 1) Note that information on multiple game effects may be associated with any of multiple groups. Then, the game media acquisition unit 253 acquires the game effect information from among the plurality of pieces of game effect information. Information regarding game effects associated with the selected group depending on the information about the game medium Any of the information may be associated with information regarding the game medium.
[0191] For example, the server storage unit 32 may store, instead of the game effect table 900, A game effect table 2300 for managing information on the game effect and a group to which the game effect belongs A game effect group table 2400 for managing information is stored.
[0192] FIG. 23 shows the data structure of a game effect table 2300 for managing information related to game effects. 1 is a diagram showing an example of a structure. Note that the same components as those described above are given the same reference numerals. In the game effect table 2300, for each game effect, , game effect ID 910, group ID 2310, game effect grant period 920 and game The effect contents 930 and the like are stored in association with each other.
[0193] The group ID 2310 is an identifier for identifying a group to which the game effect is associated. Each game effect is associated with one of several groups. In the example shown in FIG. 3, the identification information of at least two groups is stored, and each The group effect is associated with one of the two groups. Each game effect may be associated with multiple groups.
[0194] In the example shown in FIG. 23, the group ID 2310 is “2”. The game effect content 930 of the assigned game effect is a group whose group ID 2310 is "1". The effect amount is larger than the game effect content 930 of the game effect associated with the group. For example, The game effect content 930 of the game effect having the game effect ID 910 of "9" is " The effect of this game is that the number of points awarded will be doubled. The content is the same as the game effect content 930 of the game effect whose game effect ID 910 is "1". However, the amount of change is determined by the game effect ID 910. is set to be larger than the game effect of "1", and players can receive more benefits. That is, the user can be assigned to a group whose group ID 2310 is "2". The attached game effect is associated with the group whose group ID 2310 is "1". This includes game effects that are more advantageous to the player than the game effects obtained by the player.
[0195] Figure 24 shows the game effect group that manages information about the group to which the game effect belongs. FIG. 24 is a diagram showing an example of the data structure of the game effect group table 2400. In 00, for each group, a group ID 2410 and a condition 2420 are stored. is stored in association with
[0196] The group ID 2410 is identification information for identifying the group to which the game effect belongs. The condition 2420 represents a condition for selecting an associated group. In the illustrated example, the condition 2420 is set to a group whose group ID 2410 is "1". The group ID 2420 is associated with "enemy game medium ID: 1". For a group with 2410 being “2”, the condition 2420 is “enemy game media ID: 2 or 3 That is, the group whose group ID 2410 is "1" is The enemy game medium with the enemy game medium ID "1" is associated with the game medium. Also, when the group ID 2410 is "2", The group is associated with enemy game media whose enemy game media ID is "2" or "3". This is selected when associating information about a game effect with the selected game medium.
[0197] The condition 2420 is not limited to the enemy game medium ID. Enemy associated with the medium Different groups are selected depending on the health value of the game medium Also, a different group may be selected for each game medium ID of the game medium. In addition, the type of enemy game content associated with the game content may be set to A different group may be selected depending on a parameter such as an attack power value.
[0198] The game media setting unit 331 receives a game media information transmission request from the mobile terminal 2. The game content setting unit 331 then refers to the game content table 1000 in the server storage unit 32. The game content information transmission request includes a game content information transmission request for the game content information transmission request. Next, the game media setting unit 331 acquires the information included in the game media information transmission request. Whether the acquisition time is before the expiration date 1060 of the information on the acquired game medium has elapsed. Determine the following.
[0199] If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 Then, the selection status 1050 of the information about the acquired game content is set to "not selected." If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 Then, the game effect table 2300 is referenced, and the acquisition time is determined to be within the game effect granting period 920. It is determined whether or not
[0200] If it is determined that the acquisition time is included in the game effect granting period 920, the game medium setting unit 331 selects one of a plurality of groups according to information on the game medium. For example, the game content setting unit 331 refers to the game content table 1000 in the server storage unit 32. Then, the game content setting unit 331 retrieves information about the game content from the server. The game effect group table 2400 in the memory 32 is referenced, and the acquired game content is A group ID 2410 whose information satisfies the condition 2420 is selected.
[0201] Next, the game content setting unit 331 refers to the game effect table 2300 and selects the selected The game effect selected from the game effect information associated with the group For example, the game content setting unit 331 may , from the game effect table 2300, associated with the selected group ID 2310 Next, the game content setting unit 331 acquires information about the game effect. Game effect ID 910 of the information on game effects is related to the information on the acquired game medium. wear.
[0202] In this way, information about multiple game effects is associated with one of multiple groups. Then, the game content acquisition unit 253 selects the game content according to the information on the game content. Information about selected game effects from among the information about game effects associated with the group The information to be displayed is associated with information about the game medium. This allows different information to be displayed depending on the game medium. It will be possible to link the game effects of each game, and a variety of fighting games will be provided for each game medium. This increases the player's motivation to improve their game skills.
[0203] (Variation 2) It should be noted that information on multiple game effects may be associated with a predetermined priority. The game media setting unit 331 then selects information about a plurality of game effects based on a predetermined priority. and associate the information about the game medium with the information about the game effect. .
[0204] For example, the server storage unit 32 may store a game effect table instead of the game effect table 900. Remember rule 2500.
[0205] FIG. 25 shows the data structure of a game effect table 2500 for managing information related to game effects. FIG. 25 is a diagram showing an example of a structure of the game effect table 2500. 9, a game effect ID 910, a game effect granting period 920, a game effect content 930, and grant The probability 2510 and the like are stored in association with each other. information regarding the game effect selected from among the plurality of game effects; The probability that the same game effect grant period is associated with multiple The probability of granting a number of game effects is stored so that the sum of the probability is 100%. Probability 2510 is an example of a predetermined priority.
[0206] The game effect setting unit 331 determines whether or not the game effect table 250 stored in the server storage unit 32 is a 0, and the acquisition time included in the game media information transmission request is within the game effect granting period 920. Then, the game media setting unit 331 acquires information about the game effects included in the game. Based on the probability of receiving information about each game effect (2510), Next, the game media setting unit 331 selects one of the pieces of information to be displayed on the game media screen. The game effect ID 910 of the information is stored in association with the information regarding the game medium.
[0207] By doing this, it is possible to easily associate game effects and related information with information about the game media. This creates game effects that are difficult to link together, increasing the diversity of competitive games and improving player competition. It is possible to improve the desire to continue playing the war game.
[0208] In addition, the game effect table 2500 stores a priority instead of the probability of award 2510. The game effect with a higher priority may be set as the game effect with a higher priority. The probability of each game effect being awarded is determined so that the probability of awarding the effect is high. Based on the rate, information regarding the game effect may be selected. This allows for more flexible setting of the duration of the effect, increasing the variety of competitive games. It can be further improved.
[0209] (Variation 3) In the above explanation, the game effect granting period is stored for each game effect. However, this is not limited to this. For example, the game effect granting period may be stored as a different period for each player. The game media setting unit 331 may then select the game media information included in the game media information transmission request. If the winning time is included in the game effect granting period stored in association with the player, The information about the medium is associated with the information about the game effect.
[0210] For example, the server storage unit 32 may store a game effect table instead of the game effect table 900. Remember rule 2600.
[0211] FIG. 26 is a diagram showing an example of the data structure of the game effect table 2600. The result table 2600 includes a game effect ID 910, a game effect grant period 2610, and The game effect content 930 is stored in association with the game effect application period 2610. Information about each game effect associated with the layer ID is stored in the game media. In the example shown in FIG. The game effect granting period 2610 of the game effect with the effect ID of "1" is For players who are "1", the time is "August 1st 11:00 - August 2nd 10:59". In addition, for players with a player ID of "2", the period from 11:00 on August 2 to 11:00 on August The time is 10:59 on the 3rd.
[0212] The game media setting unit 331 determines whether the player ID 1030 included in the game media transmission request is related to the game media. When it is determined that the expiration date 1060 of the linked game medium has passed, The selection status 1050 of the information on the game content is set to “not selected.” 31 refers to the game effect table 900 and obtains the acquisition time included in the game media information transmission request. The time is the game effect granting period associated with the player ID included in the game media transmission request. It is determined whether the acquisition time is included in the game effect granting period 2610. If it is determined that the game effect is The information regarding the game effect selected from the is associated with the information regarding the game medium.
[0213] This allows other players who have joined the game to know the number of players who have joined the game depending on the player who started the game. The game effects applied to each player are different, improving the diversity of competitive games. It is possible.
[0214] (Variation 4) In the above explanation, the expiration date of the game content is set the same for all players. However, this is not limited to the above. For example, the expiration date of the game content may be set at a different time for each player. This may also be considered.
[0215] In this case, the game media setting unit 331 updates the game media expiration date 1060 as follows: First, the server storage unit 32 stores a plurality of predetermined time periods associated with the player ID. The multiple deadlines may be, for example, 10:59 of each day, 22:59 of each day, or For example, every Monday at 10:59. The game acquires multiple deadlines associated with the player ID included in the game request. The medium setting unit 331 records the closest deadline among the multiple deadlines acquired as the deadline 1060. By storing the information, the period 1060 is updated.
[0216] This allows information about the game medium to be associated with information about the game effects. The period will be different for each player. And depending on the player who started the match game, In addition, the game effects associated with information about the game media at different times may be used to participate in a competitive game. This will increase the diversity of competitive games, as the rules will be applied to other players who join the game. This can be done.
[0217] (Variation 5) The server 3 is connected to the player who started the match game and the other players who participated in the match game. A game effect is applied to the player, and the parameters of the game medium and The content of the reward and the number or probability of reward have been changed, but this is not limited to this. For example, Server 3 applies the game effect only to other players who participated in the match game, and depending on the game effect Change the parameters of the player's game media, the contents of the rewards, and the number or probability of rewards being awarded. stomach.
[0218] This makes it easier for players to join a competitive game than to start one. This gives players an advantage, so more players will participate in a single competitive game. In this way, players can communicate with other players or ask for their help. This livens up the game as players are able to progress through it with more knowledge.
[0219] (Variation 6) In the above description, the game effect is applied in a competitive game against an enemy game medium. However, the present invention is not limited to this and may be applied to other games. The game is, for example, a competitive game between a player who starts the game and another player. Other games involve a group of players, including, for example, a player who started the game, It may be a game against a group of other players (so-called "GvG"). In other games, the player who started the game cooperates with other players to complete a given game. It may also be a game in which players conquer stages (so-called "cooperative multiplayer").
[0220] Even in this case, for example, the points given to players who joined the game after the game ended may not be used. By applying game effects that change the content, number or probability of the bonuses to be awarded, Layers will be given more rewards, which will increase their motivation to participate in the game. Also, the parameters associated with the player game media of the players who participated in the game are changed. By applying game effects that move the player, the player can progress through the game more advantageously. This can increase the motivation to participate in the game.
[0221] (Variation 7) In the above explanation, the remaining time limit for each competitive game is managed separately for each competitive game. However, this is not limited to this. For example, the remaining time that can be continued in a match may be managed for each player. good.
[0222] In this case, the time limit area 616 of the battle game screen 610 displays the remaining time that the battle can continue. The remaining time that can be continued in the match is displayed as the time limit 135 in the enemy game medium table 1300. A time limit that is shorter than 0 (for example, if the time limit is 60 minutes or 30 minutes, The battle can continue for 10 minutes. This is the time that has elapsed since you joined the game minus the remaining time that you can continue the match. If this occurs, the player will withdraw from the competitive game.
[0223] In this case, the participating players table 1460 shows the players who are playing the match game. The time of participation is further associated with each player who is a player in the battle game and stored. The time when a player starts a match or joins a match game. This is used to determine whether the remaining time for a match has reached zero. By doing so, the player has left the game because the remaining time for the game is zero. Even if a player leaves the game, he or she can rejoin the game. The progress of the battle game at the time (for example, the remaining vitality value of the enemy game medium, etc.) is inherited. Since players can play a competitive game without having to go through all the trouble, this increases the motivation to participate in competitive games.
[0224] In addition, both the remaining time limit for each match and the remaining time that each player can continue the match are displayed. In other words, when the remaining time for continuing the match reaches zero, If you leave the game and the time limit runs out, you will lose the game. By doing so, the player will be able to leave the game when the remaining time for the game becomes zero. Even if you do, you will try to join the game again before the remaining time limit hits zero, so The motivation to participate in the war game is increased. At this time, If the remaining time limit of the match game is shorter than the predetermined time that the match can continue, The time may be displayed in the time limit area 616 of the fighting game screen 610.
[0225] (Variation 8) In the game system 1 according to the present invention, a part or all of the functions of the server 3 may be implemented by a mobile The functions of the mobile terminal 2 may be provided by the server 3. may be provided.
[0226] For example, the function of the server storage unit 32 is to connect the portable terminal 2a of the player who starts the competitive game to the portable terminal 2b of the player who starts the competitive game. The terminal storage unit 22 may provide the information on the mobile terminal 2b of the player participating in the competitive game. The server processing unit 33 functions as a mobile terminal 2a The terminal processing unit 25 may provide the game according to the present invention. The game can be provided as a so-called native game.
[0227] Those skilled in the art may make various changes, substitutions, and modifications without departing from the spirit and scope of the present invention. It is understood that additional features may be added to this. For example, the following may be added without departing from the spirit and scope of the present invention: In the above, the functions of each of the above-mentioned parts may be appropriately combined or divided. The processes may be performed in a different order. It may also be implemented in combination. [Explanation of symbols]
[0228] 1. Game System 2. Mobile devices 21 Terminal communication unit 22 Terminal memory section 23 Control section 24 Display section 25 Terminal Processing Section 251 Memory Processing Unit 252 Acquisition Department 253 Game Media Acquisition Department 254 Match Progression Department 255 Participation request section 256 Display control section 3 Server 31 Server Communication Department 32 Server memory section 33 Server Processing Unit 331 Game Media Settings Department 332 Match Update Section 333 Participation Processing Unit 334 Result generation section
Claims
1. A control program for a game device that includes a storage unit and executes a competitive game in which multiple players participate. grams, Information about a game medium indicating an opponent in the competitive game, and a plurality of game effects and storing the information on the above in the storage unit; obtaining an instruction from a player to display information about the game medium; determining whether or not the time when the display instruction is acquired is included in a predetermined period; When it is determined that the acquisition time is included in the predetermined period, The information on the game effect selected from the information on the game medium is Linked to information, Displaying information about the game medium; A match start instruction by the player selecting information related to the displayed game content. In response to the selection, the player selects the game content indicated by the information on the selected game content. Start a new game against an opponent causing the game device to execute the above steps; The player plays against the opponent indicated by the information regarding the selected game medium. In a competitive game, the game associated with information regarding the selected game medium The effect of A control program comprising:
2. In storing the information about the game media, information about a plurality of game media is stored. is stored in the storage unit, and associating the information regarding the game effect with the information regarding the game medium. For each of the pieces of information relating to the plurality of game media, The information relating to the selected game effect is associated with the information relating to the game medium. Attached, In displaying information about the game media, Display information, When starting the competitive game anew, the player In response to a match start instruction for selecting one of the pieces of information on a plurality of game media, Starting the competitive game against the opponent indicated by the information about the game medium do, The control program according to claim 1 , further comprising:
3. The information on each of the plurality of groups is associated with one or more of the opponents. Store in memory, Each of the pieces of information on the plurality of game effects includes a group of one of the plurality of groups. storing information related to the group in the storage unit in association with the group; and associating the information regarding the game effect with the information regarding the game medium. If it is determined that the acquisition time is included in the predetermined period, The display instruction is displayed based on the information about the game medium related to the acquired display instruction. Get information about your opponents, Obtaining information about the group associated with the obtained opponent; The information regarding the game effect associated with the acquired information regarding the group. and associating the information about the game effect selected from the above with information about the game medium. wear, The control program according to claim 2 , further comprising:
4. Setting information about the game medium selected by the match start instruction to be unselectable 、 Each time a display instruction is first obtained after the predetermined time has arrived, the display instruction is Setting information about the game media to be selectable; 4. The control program according to claim 2, further comprising: a control unit for controlling a game device to execute the above steps.
5. The control program according to claim 4, wherein an end time of the predetermined period coincides with the predetermined time. Hmm.
6. A participation request instruction is given by operating a screen for requesting participation in the competitive game. causing the game device to allow the other player selected in the game to participate in the competitive game; The screen includes information regarding the game effect to be applied in the competitive game. The control program according to any one of claims 1 to 5.
7. After the end of the competitive game, information regarding a benefit is exchanged between the player and the other player.
7. The control program according to claim 6, further comprising: causing the game device to execute the steps of:
8. The player and the other players share the player game media associated with each player. The player game medium information selected from the information about the player is used to Participate in a war game At least one piece of information about the game effects is Depending on whether a predetermined condition related to the selected player game medium is satisfied, The game effect that is generated for the other players when the competitive game ends is different. The information on the results is The control program according to claim 6 or 7.
9. The content of the game effect occurring to the other player is associated with the other player.
9. The control program according to claim 8, further comprising: a step of changing information relating to a privilege to be provided.
10. Each of the pieces of information about the player game medium includes parameters related to the progress of the competitive game. associated with information about the meter, The content of the game effect is to change information about the parameter.
9. The control program according to claim 8.
11. A game device for executing a competitive game in which a plurality of players participate, comprising: Information about a game medium indicating an opponent in the competitive game, and a plurality of game effects A storage unit that stores information related to an acquisition unit that acquires an instruction from a player to display information regarding the game medium; a determination unit that determines whether or not an acquisition time at which the display instruction is acquired is included in a predetermined period; When the determination unit determines that the acquisition time is included in the predetermined period, The information on the game effect selected from the information on the game effect is input to the game. a game effect applying unit for associating the game effect with information about a game medium; A display unit that displays information about the game medium; A match start instruction by the player selecting information related to the displayed game content. In response to the selection, the player selects the game content indicated by the information on the selected game content. a match starting section for starting a new match game against an opponent; Equipped with The player plays against the opponent indicated by the information regarding the selected game medium. In a competitive game, the game associated with information regarding the selected game medium The effect of A game device comprising:
12. Method for controlling a game device having a storage unit and for executing a competitive game in which multiple players participate And, Information about a game medium indicating an opponent in the competitive game, and a plurality of game effects and storing the information on the above in the storage unit; obtaining an instruction from a player to display information about the game medium; determining whether or not the time when the display instruction was acquired is included in a predetermined period; When it is determined that the acquisition time is included in the predetermined period, The information on the game effect selected from the information on the game medium is Linked to information, Displaying information about the game medium; A match start instruction by the player selecting information related to the displayed game content. In response to the selection, the player selects the game content indicated by the information on the selected game content. Start a new game against an opponent Including, The player plays against the opponent indicated by the information regarding the selected game medium. In a competitive game, the game associated with information regarding the selected game medium The effect of A control method comprising:
Citation Information
Patent Citations
Game controller, game control method, program and game system
JP2014050557A
Game control method, server device, and program
JP2015157002A
Game program, control method of computer, and computer
JP2016087425A
Game system, game control device, and program
JP2018079358A
Cooperative play control method, storage medium and game device
JP2001239059A