Program, system, and method for providing game
The game system addresses imbalanced gameplay by allowing players to specify elements for objects, improving engagement and enjoyment through strategic interaction and balancing.
Patent Information
- Application Number
- JP2024189515
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-29
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2040-10-29
AI Technical Summary
Conventional games that focus on acquiring objects with high ability values lead to imbalanced gameplay, discouraging both advanced and beginner players, reducing overall enjoyment.
A game system that allows players to specify specific elements from a plurality of elements associated with each object in a deck, controlling the game progression based on these elements, enhancing strategic interaction and balancing gameplay.
Enhances player engagement and enjoyment by introducing strategic elements and balancing gameplay dynamics, making the game more appealing to players of varying skill levels.
Smart Images

Figure 2025010260000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]
[0002] Conventionally, various types of games using objects such as characters have been provided. For example, the following Patent Document 1 discloses a game in which a group is formed from a plurality of objects, and the ability value of the group is determined based on the ability values (e.g., attack power and defense power, etc.) of each of the plurality of objects. In such games, typically, forming a group from objects with high ability values leads to an advantage in the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-082746 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the conventional games described above, the player may focus on acquiring objects with high ability values, and may not be able to enjoy the game itself. Also, in such games, advanced players who have many objects with high ability values tend to have an excessive advantage over beginners who only have objects with low ability values, and as a result, the appeal of the game may decrease for both advanced players and beginners.
[0005] One of the objects of the embodiment of the present invention is to improve the enjoyment of a game in which a plurality of objects such as characters are used. Other objects of the embodiment of the present invention will become apparent by referring to the entire specification. [Means for solving the problem]
[0006] A program according to one embodiment of the present invention is a program for providing a game, which causes a computer to execute the steps of setting a deck including a plurality of objects, each of which is associated with a specified item having a plurality of elements, and, for each of the plurality of objects included in the deck, identifying one specific element from the plurality of elements possessed by the associated specified item, and controlling the progress of the game based at least on the identified plurality of specific elements, wherein the step of controlling the progress of the game includes identifying, for at least some of the plurality of objects, an element selected by a player from the plurality of elements as the one specific element.
[0007] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, the steps of setting up a deck including a plurality of objects, each of which is associated with a specific item having a plurality of elements, and for each of the plurality of objects included in the deck, identifying one specific element from the plurality of elements possessed by the associated specific item, and controlling the progress of the game based at least on the identified plurality of specific elements, wherein the step of controlling the progress of the game includes identifying, for at least some of the plurality of objects, an element selected by a player from the plurality of elements as the one specific element.
[0008] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, comprising the steps of: setting up a deck including a plurality of objects, each of which is associated with a specific item having a plurality of elements; identifying, for each of the plurality of objects included in the deck, one specific element from the plurality of elements possessed by the associated specific item; and controlling the progress of the game based at least on the identified plurality of specific elements, wherein the step of controlling the progress of the game includes identifying, for at least some of the plurality of objects, an element selected by a player from the plurality of elements as the one specific element. Effect of the Invention
[0009] Various embodiments of the present invention may improve the enjoyment of games in which multiple characters or other objects are used. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to an embodiment of the present invention. [Diagram 2] 13 is a diagram illustrating an example of information managed by a player information table 151. [Diagram 3] FIG. 4 is a diagram illustrating an example of information managed by an object information table 152. [Figure 4] 13 is a diagram illustrating an example of information managed by a player object management table 153. [Diagram 5] FIG. 4 is a diagram illustrating a map screen 50. [Figure 6] FIG. 4 is a diagram illustrating a deck setting screen 60. [Figure 7] FIG. 4 is a diagram illustrating an example of details of an individual display area 63. [Figure 8] 4 is a flow diagram illustrating a process executed by the server 10 in response to the occurrence of a battle event. [Figure 9] FIG. 4 is a diagram illustrating an example of a battle screen 70. [Figure 10]FIG. 4 is a diagram illustrating an example of details of a second individual display area 732. [Figure 11] FIG. 4 is a diagram illustrating an example of the details of a first individual display area 731. [Figure 12] A diagram to explain the correspondence between the combination of symbols (role name) and the multiplier when setting the damage value. [Figure 13] FIG. 13 is a diagram illustrating the correspondence between the range of character levels and the contents of the reels (six symbols). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same reference numerals may be used to denote the same or similar components.
[0012] FIG. 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As shown in the figure, the server 10 is communicatively connected to player terminals 30 via a communication network 20 such as the Internet. Although only one player terminal 30 is shown in FIG. 1, the server 10 may be communicatively connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or a part of the system of the present invention.
[0013] First, a description will be given of the hardware configuration of the game providing server 10. The game providing server 10 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).
[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12, and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, an information input device such as a keyboard, a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.
[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via a communication network 20 or the like.
[0017] The storage 15 is composed of, for example, a magnetic disk, a flash memory, etc. The storage 15 stores various programs including an operating system, various data, etc. For example, as shown in FIG. 1, the storage 15 has a player information table 151 that manages information about players of the game, an object information table 152 that manages information about objects used in the game, and a player-specific object management table 153 that manages information on each object of each player. In addition, for example, the storage 15 stores a server-side program 40 according to an embodiment of the present invention. The program 40 is a program that causes the game providing server 10 to function as all or a part of a system for providing a game. At least a part of the server-side program 40 can be configured to be executed on the player terminal 30 side via a web browser or other application.
[0018] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-mentioned hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.
[0019] The game providing server 10 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other applications (e.g., game applications, etc.) installed in the player terminal 30, and transmits screen data (e.g., HTML data) and control data, etc., according to the results of the processes, to the player terminal 30. The player terminal 30 displays a web page or other screen based on the received data.
[0020] Next, a description will be given of the hardware configuration of the player terminal 30. The player terminal 30 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).
[0021] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into a main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.
[0022] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, an information input device such as a keyboard or a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.
[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via the communication network 20 or the like.
[0024] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market, etc., and installed.
[0025] In this embodiment, the player terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0026] A user (game player) of a player terminal 30 configured in this manner can play a game provided by the server 10 by communicating with the server 10 via a web browser or other application installed in storage 35, etc.
[0027] Next, a description will be given of the functions of the game providing server 10 configured as above. The computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 112 by executing instructions included in a program (e.g., at least a part of the server-side program 40) loaded into the main memory 12, as shown in FIG.
[0028] The management function control unit 111 is configured to execute various processes related to the control of the management function of the game. For example, the management function control unit 111 transmits screen data and control data of various screens related to the management function to the player terminal 30, executes various processes in response to an operation input by a player via the screen displayed on the player terminal 30, and transmits screen data and control data according to the results of the processes to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player management (for example, updating the player information table 151, etc.).
[0029] The game progress control unit 112 is configured to execute various processes related to the control of the progress of the game. For example, the game progress control unit 112 transmits screen data and control data of various screens related to the game to the player terminal 30, executes various processes in response to operation input by the player via the screen displayed on the player terminal 30, and transmits screen data and control data according to the results of the processes to the player terminal 30. For example, in a case where the game provided by the server 10 is a game involving a battle with an enemy character, the game progress control unit 112 may be configured to execute various processes including a battle process with the enemy character.
[0030] In this embodiment, the game progress control unit 112 is configured to set a deck including a plurality of objects. The objects in this embodiment include various types of electronic and virtual objects according to the design of the game, and may be configured as characters, for example. The deck is typically associated with a player, and may be called by other names such as a group, a team, and a party. Information regarding the deck to be set is managed, for example, in a player information table 151 or a player-specific object management table 153.
[0031] In this embodiment, each object is associated with a predetermined item having multiple elements, and the game progress control unit 112 is configured to specify one specific element from the multiple elements of the associated predetermined item for each of the multiple objects included in the deck, and control the progress of the game based at least on the specified multiple specific elements. In other words, the game in this embodiment is configured to progress based on multiple specific elements specified for each of the multiple objects included in the deck. In this way, the predetermined item for which one element is specified from multiple elements for the progress of the game can be configured as an item with a motif of, for example, a slot machine reel, a roulette, a bingo card, or the like.
[0032] Furthermore, the game progress control unit 112 is configured to specify, for at least some of the objects included in the deck, an element selected by the player from among the elements of a predetermined item as a specific element. That is, at least some of the specific elements are selected by the player. For example, the specific elements are selected by the player for all of the objects, or the specific elements are selected by the player for some of the objects, while the specific elements are automatically (for example, randomly) selected for the remaining objects. The selection of an element by the player is performed, for example, via a screen displayed on the player terminal 30.
[0033] In this manner, the game providing server 10 in this embodiment specifies one specific element from among multiple elements possessed by a predetermined item associated with each of multiple objects included in the deck, and controls the progress of the game based at least on the specified multiple specific elements, and the specification of such a specific element is performed with a selection by the player. A game configured in this manner can provide the player with the enjoyment of specifying a specific element from among multiple elements possessed by a predetermined item, compared to a game that progresses simply based on the values of parameters set for each of multiple objects. In this manner, the game providing server 10 can increase the interest of a game in which multiple objects such as characters are used.
[0034] In this embodiment, the game progress control unit 112 may be configured to control the progress of the game based at least on a combination of a plurality of specific elements identified for each of a plurality of objects. For example, in the game of this embodiment, when the combination of specific elements is a predetermined combination, the progress of the game is advantageous. Also, for example, in the game of this embodiment, when the combination of specific elements is a predetermined combination, the progress of the game is disadvantageous. Such a configuration may provide the player with enjoyment through the progress of the game based on the combination of identified elements.
[0035] The game progress control unit 112 may be configured to execute an action based at least on a plurality of specific elements respectively specified for a plurality of objects, and progress the game in response to the execution of the action. The action may be referred to as an action executed by some or all of the objects included in the deck, or as an action executed by the deck. The action may include various actions for progressing the game, including, but not limited to, attacks, use of items, and movement. Such a configuration may provide the player with the enjoyment of executing an action based on the specified elements.
[0036] Furthermore, the game progress control unit 112 may be configured to execute an action based at least on the calculation results (e.g., total value, average value, etc.) of multiple numerical values set for multiple specific elements. The numerical values are configured, for example, as parameter values set for each of the multiple elements. For example, the game progress control unit 112 executes an action so that an effect based on the calculation results occurs. For example, the progress control unit 112 may be configured to execute an attack as the action so that damage based at least on the calculation results (total value, etc.) of multiple numerical values set for multiple specific elements is inflicted on an enemy. Such a configuration may provide the player with the enjoyment of executing an action based on the calculation results of the numerical values set for the specified elements.
[0037] Furthermore, the game progress control unit 112 may be configured to vary the effect of an action based at least on a combination of a plurality of specific elements. For example, in the game of this embodiment, when the combination of specific elements is a predetermined combination, the effect of the action increases (for example, the damage caused by an attack increases). Also, for example, in the game of this embodiment, when the combination of specific elements is a predetermined combination, the effect of the action decreases (for example, the damage caused by an attack decreases). Such a configuration may provide the player with the enjoyment of the variation in the effect of an action based on the combination of specified elements.
[0038] The game progress control unit 112 may be configured to repeat the process of identifying a specific element for each of the plurality of objects and the execution of an action based at least on each of the identified plurality of specific elements. In this case, when identifying a specific element, the current specific element may be identified from among the elements of the predetermined item that have not been identified as a specific element in the previous game (excluding elements identified in the previous game). This configuration may increase the strategic nature required for the selection of the identified element, and may increase the interest of the game.
[0039] Furthermore, the game progress control unit 112 may be configured to, for a first object whose specific element is automatically identified among the multiple objects included in the deck, identify the current specific element from among the multiple elements (all elements including elements identified previously) possessed by the associated specified item, while for a second object whose specific element is selected by the player, identify an element selected by the player from among the multiple elements possessed by the specified item that have not been identified previously as a specific element (elements excluding elements identified previously) as the current specific element. Such a configuration may increase the strategic nature required for the selection of the identified element, and may increase the interest of the game.
[0040] The game progress control unit 112 may be configured to specify a specific element for a first object, the specific element of which is automatically specified among the multiple objects included in the deck, and then specify a specific element for a second object, the specific element of which is selected by a player. This configuration requires selecting an element taking into consideration the element that is automatically specified in advance, and as a result, the strategy required for selecting the specified element may be increased, and the interest of the game may be improved. Conversely, the game progress control unit 112 may be configured to specify a specific element for a first object, the specific element of which is automatically specified, and then specify a specific element for a second object, the specific element of which is selected by a player, among the multiple objects included in the deck.
[0041] In this embodiment, the predetermined item associated with each object may be changed by various triggers. That is, the game progress control unit 112 may be configured to change the predetermined item associated with the object in response to the satisfaction of a predetermined condition. The change of the predetermined item may be said to be a change of a plurality of elements of the predetermined item. For example, in response to the satisfaction of a predetermined condition related to the object (for example, in response to the value of a parameter (for example, a level, etc.) of the object reaching a predetermined value, or in response to the use of a dedicated item for the object), the predetermined item associated with the object is changed. Compared to the predetermined item before the change, the predetermined item after the change has, for example, at least some of the elements are different from each other (for example, the values of the parameters set in at least some of the elements are different from each other, and / or the number of the elements is different from each other). Such a configuration may provide the player with fun regarding the change of the predetermined item.
[0042] In this embodiment, the game progress control unit 112 may be configured to include a predetermined object selected by the player from among a plurality of predetermined objects in the deck when setting the deck. The plurality of predetermined objects may be, for example, objects owned by the player. In addition, the plurality of predetermined objects may be, for example, objects that are set in advance as objects that can be used to play specific events, stages, etc., regardless of whether the player owns them. Such a configuration may provide the player with the fun of selecting objects to be included in the deck.
[0043] Furthermore, the game progress control unit 112 may be configured to grant a reward to the player based on at least the multiple objects included in the deck. Such a reward may be configured, for example, as an item (including a card, etc.) having an appearance including the multiple objects. Furthermore, such a reward may be granted at various times. For example, the game progress control unit 112 may be configured to grant a reward to the player based on the multiple objects included in the deck in response to the satisfaction of a predetermined condition (for example, when a specific stage is cleared). Such a configuration may provide the player with even more fun in selecting objects to be included in the deck.
[0044] Next, a specific example of one aspect of the game providing server 10 of this embodiment having such functions will be described. In this example, the game providing server 10 provides a social card game using virtual and electronic cards corresponding to characters. Note that the social card game is one example of a game in this embodiment, and various types of games can be applied in various aspects of the embodiment of the present invention.
[0045] 2 illustrates information managed by the player information table 151 in this example. The player information table 151 in this example manages information about players of a game, and as shown in the figure, manages information such as "basic information" including account name, gender, date of birth, etc., and "owned item information" which is information about items owned by the player, in association with a "player account" that identifies an individual player. The owned item information includes information that can identify an item owned by the player (e.g., an item ID).
[0046] 3 illustrates information managed by object information table 152 in this example. Object information table 152 in this example manages information about characters (cards) used in the game of this example, and as shown in the figure, manages information such as "basic information" including names, etc., "level-specific parameter information" which is information about the values of parameters (HP, defense power, etc.) by level, and "level-specific reel information" which is information about reels (predetermined items) by level, in association with a "character ID" that identifies an individual character. In this example, a reel is a type of item set for a character, has multiple patterns, and is used in a battle against an enemy character. Details will be described later.
[0047] 4 illustrates information managed by the per-player object management table 153 in this example. The per-player object management table 153 in this example manages character-by-character information for each player, and as illustrated, manages information such as the "experience value" of the corresponding character, the "level" that increases stepwise as the experience value increases, "reel change information" that is information regarding the change of the reel of the corresponding character, and "deck setting information" that is information regarding the setting of the corresponding character in the deck, in association with a combination of a "player account" that identifies an individual player and a "character ID" that identifies an individual character.
[0048] 5 illustrates a map screen 50 displayed on the player terminal 30. The screen 50 is a starting point for playing the game of this example. As illustrated, the map screen 50 has a map display area 52 that displays a map, a deck setting button 54, an item use button 55, and a search button 56. A game using such a map may be provided as a time-limited event in a social card game.
[0049] The map display area 52 displays a map made up of a plurality of mass objects 521 arranged in a tiled pattern, and a current position object 523 is arranged on the mass object 521 that corresponds to the player's current position. The player can change the current position to the selected area 521 by selecting one of the plurality of mass objects 521.
[0050] The deck setting button 54 is a screen element for setting the deck to be used in playing the game of this example. When this button 54 is selected, a deck setting screen 60, as shown in Fig. 6, is displayed in place of the map screen 50. As shown in the figure, this screen 60 has a list display area 62 that displays a list of characters included in the deck, and a back button 64 for returning to the previous screen.
[0051] In the list display area 62, three individual display areas 63, each of which displays information about an individual character, are arranged vertically. Of the three individual display areas 63, the topmost area 63 corresponds to a "manually operated" character in which reel operation (selection of symbols) when playing against an enemy character is done manually, and the remaining two areas 63 below correspond to "automatically operated" characters in which reel operation (selection of symbols) when playing against an enemy character is done automatically. Thus, in this example, the deck is made up of a total of three characters, one manually operated character and two automatically operated characters.
[0052] 7 illustrates details of the individual display area 63. As shown in the figure, the area 63 displays the level, HP (current value / maximum value), and experience value at the current level (current value / maximum value) of the corresponding character, and also has a character image area 632 that displays an image of the character, and a reel information display area 634 that displays information about the reel set for the character.
[0053] In the reel information display area 634, six pattern objects 635 corresponding to the six patterns of the corresponding reel are arranged in a row in the left-right direction. In this example, the patterns of the reels are configured as combinations of any of the numbers 0 to 9 and any of the colors red, blue, and yellow, and the pattern objects 635 have appearances corresponding to these combinations of numbers and colors. For example, in the example of FIG. 7, the six pattern objects 635 correspond, from left to right, to the patterns of "red 1", "blue 1", "yellow 2", "red 2", "blue 3", and "yellow 3", respectively.
[0054] When the character image area 632 is selected, all characters available in the game are displayed in a list, and the player can change the characters included in the deck by selecting a desired character from the characters displayed in the list. In this example, a predetermined number of characters (e.g., eight characters) are preset as available characters. Note that new characters may be added as available characters when a stage (map) is cleared. As the characters included in the deck are changed, the display content in the individual display area 63 is updated, and the deck setting information in the player object management table 153 is updated. The deck setting information includes information that can specify whether or not a corresponding character is set in the deck as a manually operated character, and information that can specify whether or not a corresponding character is set in the deck as an automatically operated character.
[0055] In this example, all three characters that make up the deck are selected by the player. Note that in other examples of this embodiment, the two automatically operated characters may be automatically selected without selection by the player.
[0056] Returning to the map screen 50 of Fig. 5, the item use button 55 on the screen 50 is a screen element for the player to use an item. When the button 55 is selected, a screen displaying a list of items owned by the player (managed in the owned item information of the player information table 151) is displayed, and the player can select an item to use via the screen. Items used by the player include, for example, items for recovering the character's HP.
[0057] Further, the search button 56 on the map screen 50 is a screen element for generating an event corresponding to the selected mass object 521 (on which the current position object 523 is placed).
[0058] In this example, one of five types of events is set for each mass object 521. The five types of events are a "boss battle" in which a battle is held against a boss character, a "normal battle" in which a battle is held against a normal enemy character, an "item supply" in which an item is acquired, a "recovery" in which the character's HP is restored, and a "reel change" in which the reel is changed.
[0059] Here, the operation when executing the "boss battle" and "normal battle" events (battle events) will be described. FIG. 8 is a flow diagram illustrating the process executed by the server 10 in response to the occurrence of a battle event. As shown in the figure, the server 10 first accepts the selection of an action in the battle (step S100). The selection of the action is accepted via a screen displayed on the player terminal 30.
[0060] 9 illustrates a battle screen 70 that is displayed in place of the map screen 50 in response to the occurrence of a battle event. The screen 70 is a screen for conducting a battle (combat) with an enemy character, and as shown in the figure, has a list display area 72 that displays a list of characters included in the deck, an information display area 74 located above the area 72 and displaying the state of the battle with the enemy character, an attack button 76 located at the bottom of the screen for attacking the enemy character, and a withdraw button 78 also located at the bottom of the screen for withdrawing from the battle.
[0061] In the list display area 72, a first individual display area 731 that displays information about manually operated characters in which the reels are operated manually (the symbols are selected) when playing against enemy characters is located at the top, and below this area 731, two second individual display areas 732 are arranged vertically, each displaying information about automatically operated characters in which the reels are operated automatically (the symbols are selected) when playing against enemy characters.
[0062] The player can select either an attack or withdrawal action via the attack button 76 and the withdrawal button 78. Returning to the flow diagram of FIG. 8, when the player selects the attack (YES in step S110), the server 10 then determines the reel symbols (outcomes) of the automatically-operated characters (step S120). Specifically, for each of the two automatically-operated characters, one symbol is randomly selected from six symbols that the reels have that are set. Such a random selection is performed, for example, using pseudo-random numbers. The selected and determined symbol is displayed in the second individual display area 732 corresponding to the automatically-operated character in the list display area 72 of the battle screen 70.
[0063] 10 illustrates the details of the second individual display area 732 corresponding to an automatically operated character. As shown in the figure, the area 732 displays the level, HP (current value / maximum value), experience value (current value / maximum value) at the current level, etc. of the corresponding character, similarly to the individual display area 63 in the above-mentioned deck setting screen 60, and has a character image area 7322 that displays an image of the character, and a reel information display area 7324 that displays information about the reel set for the character. In addition, in the reel information display area 7324, six pattern objects 7325 corresponding to the six patterns of the corresponding reel are arranged side by side in the left-right direction.
[0064] The reel information display area 7324 is configured so that the symbol object 7325 corresponding to the automatically selected and determined symbol is displayed in a manner that makes it distinguishable from other objects 7325 (for example, decorated with a corresponding figure, etc.). Through the reel information display area 7324, the player can know the symbol that has been automatically selected and determined from among the six symbols of the reel set for the automatically operated character.
[0065] 8, once the reel symbols (outcomes) of the automatically-operated characters are determined, the server 10 then accepts the selection of the reel symbols (outcomes) of the manually-operated characters (step S130). The selection of the reel symbols is performed via the first individual display area 731 corresponding to the manually-operated characters in the list display area 72 of the battle screen 70.
[0066] 11 illustrates the details of the first individual display area 731 corresponding to a manually operated character. As shown in the figure, like the above-mentioned second individual display area 732, this area 731 displays the level, HP (current value / maximum value), experience value at the current level (current value / maximum value), etc. of the corresponding character, and also has a character image area 7312 that displays an image of the character, and a reel information display area 7314 that displays information about the reel set for the character. In addition, in the reel information display area 7314, six pattern objects 7315 corresponding to the six patterns of the corresponding reel are arranged side by side in the left-right direction.
[0067] The reel information display area 7314 of the first individual display area 731 is configured to receive a symbol selection by the player. The player selects an object 7315 corresponding to a desired symbol from among six symbol objects 7315 included in the area 7314.
[0068] Returning to the flow diagram of FIG. 8, after accepting the selection of the symbols (outcomes) on the reels of the manually operated character, the server 10 then executes an attack on the enemy character (step S140). The attack on the enemy character is carried out based on the three symbols (outcomes) determined for each of the three characters included in the deck. Specifically, the total value of the numbers set for each of the determined three symbols multiplied by a multiplier corresponding to the combination of the three symbols is the damage inflicted on the enemy character by the attack.
[0069] In this example, the combination of symbols for determining the multiplier used when setting the damage value corresponds to a hand in the card game poker. FIG. 12 is a diagram for explaining the correspondence between the combination of symbols (hand names) and the multiplier when setting the damage value. As shown in the figure, in this example, when the combination of three symbols is "one pair" (two symbols of the same number), a multiplier of 1.2 times is applied as the multiplier when setting the damage value. Similarly, when the combination of symbols is "three of a kind" (three symbols of the same number), a multiplier of 1.5 times is applied, when the combination of symbols is "straight" (three symbols of consecutive numbers), a multiplier of 1.5 times is applied, when the combination of symbols is "flush" (three symbols of the same color), a multiplier of 1.5 times is applied, and when the combination of symbols is "straight flush" (three symbols of consecutive numbers of the same color), a multiplier of 2.0 times is applied.
[0070] For example, in the case of the example of a pair symbol combination shown in FIG. 12, the total value of the numbers of the three symbols is "4" and the multiplier of a pair is "1.2x", so the damage value inflicted on the enemy character is 4.8 (=4×1.2). Similarly, in the case of the example of a straight flush symbol combination also shown in FIG. 12, the total value of the numbers of the three symbols is "9" and the multiplier of a straight flush is "2.0x", so the damage value inflicted on the enemy character is 18.0 (=9×2.0). When damage is inflicted, the enemy character's HP is reduced by an amount corresponding to the damage value.
[0071] Thus, in this example, since damage inflicted on the enemy character is increased when the symbol combination is a predetermined combination (poker hand), the player is required to select symbols for the manually-operated character so that the symbol combination becomes a predetermined combination, while taking into consideration the symbols automatically determined for the automatically-operated character.
[0072] Returning to the flow diagram of FIG. 8, if the HP of the enemy character is not 0 after the attack against the enemy character is executed (NO in step S150), the server 10 then executes an attack from the enemy character (step S160). Specifically, damage is dealt to each of the three characters included in the deck. The damage dealt is calculated based on the attack power of the enemy character and the defense power of each character. When damage is dealt, the HP of each character is reduced by an amount corresponding to the value of the damage. A character whose HP has reached 0 is unable to fight.
[0073] If all three characters have not been defeated (at least one character has not become unable to fight) (NO in step S170), the process returns to accepting the selection of an action in step S100. The player can once again attack the enemy character.
[0074] In this example, the reel symbol selection for the automatically operated character is performed from among all six symbols each time. On the other hand, the reel symbol selection for the manually operated character is performed from among symbols other than those previously selected. That is, for example, when selecting for the first attack, the current symbol can be selected from among six symbols, and when selecting for the second attack, the current symbol can be selected from among five symbols excluding the symbol selected for the first time among the six symbols. In the battle screen 70, the reel information display area 7314 of the first individual display area 731 corresponding to the manually operated character is configured to display the symbol object 7315 corresponding to the symbol previously selected so as to be distinguishable from the other symbol objects 7315 (for example, grayed out), and to prevent the symbol object 7315 corresponding to the symbol previously selected from being selectable. In addition, if six attacks against the enemy character have been made and all six symbols on the reels of the manually-operated character have been selected, the game will start again with selecting from among all six symbols (all previous selections will be cleared).
[0075] In other examples of this embodiment, the selection of the reel symbol for an automatically operated character may be made from symbols other than those previously selected, or the selection of the reel symbol for a manually operated character may be made from all six symbols each time.
[0076] Then, when the player selects to withdraw (NO in step S110), the HP of the enemy character becomes 0 (YES in step S150), or all three characters included in the deck are annihilated (HP of all characters becomes 0) (YES in step S170), the server 10 displays the result of the battle (step S180). If the result of the battle is a victory for the player (e.g., when the HP of the enemy character becomes 0), a reward is given to the player. For example, experience points are given to each character included in the deck.
[0077] In this example, when the character's level reaches a predetermined value, the reel set for that character is changed. FIG. 13 illustrates the correspondence between the character's level range and the reel contents (six symbols). As shown in the figure, in this example, the combination of the numbers and colors of each of the six symbols on the reel is predetermined for each character's level range. Also, as shown in the figure, the higher the level, the larger the total value of the numbers of the six symbols becomes, which is advantageous for the player. When the character's level reaches the lower limit of each range (specifically, levels 11, 21, 31, and 41), the reel is changed. Note that, in this example, as described above, the contents of the reels for each level are different for each character, and are managed in the level-specific reel information of the object information table 152.
[0078] In this example, when the boss character is defeated in the boss battle, the player is given a special card having an appearance based on the three characters included in the deck at that time. The special card has, for example, three characters arranged at predetermined positions, for example, two automatically operated characters arranged at a first predetermined position, and one manually operated character arranged at a second predetermined position. Note that the player may be allowed to individually set the positions at which each of the three characters is arranged and the postures of these characters. The special card may be used, for example, as a background image or the like for various screens such as a player's profile screen. Also, when the boss character is defeated, the map is cleared and the player proceeds to the next map.
[0079] In this example, when a "reel change" event occurs in response to the selection of a corresponding mass object 521 on the map screen 50, the contents of the reels set for the characters are changed individually. Specifically, for example, the colors of the six symbols on the reels of at least some of the available characters (e.g., characters selected by the player or automatically randomly determined, etc.) are changed randomly. Also, for example, the numbers set for at least some of the six symbols on the reels of at least some of the available characters (e.g., symbols selected by the player or automatically randomly determined, etc.) are increased by a predetermined value. Such individual changes to the reels are managed in the reel change information of the player object management table 153.
[0080] Furthermore, when an "item supply" event occurs in response to the selection of a corresponding mass object 521 on the map screen 50, an item is provided to the player. The item to be provided is determined, for example, by lottery from among a plurality of predetermined items. When the item is provided, the possessed item information in the player information table 151 is updated. Furthermore, when a "recovery" event occurs in response to the selection of a corresponding mass object 521 on the map screen 50, the HP of at least a portion of the available characters (for example, characters selected by the player or automatically and randomly determined, etc.) is restored (increased).
[0081] In the above example, the combination of the numbers and colors of the six symbols on the reel is predetermined for each character level (for each level range), but in another example of this embodiment, only the numbers of the six symbols are predetermined as the reel settings for each character level, and the colors of each symbol are determined according to a predetermined rule (for example, randomly or according to a player's designation) at a predetermined timing (for example, each time a level is increased or each time a battle event occurs). In yet another example of this embodiment, only the total value of the numbers of the six symbols is predetermined as the reel settings for each character level, and the numbers of the six symbols are distributed according to a predetermined rule so as to reach a predetermined total value, and the color of each symbol is determined according to a predetermined rule.
[0082] In the above example, the symbols on the reels are configured as a combination of numbers and colors, but the symbols may be configured by either numbers or colors. Furthermore, numbers and colors are examples of parameters that configure the symbols, and in other examples of this embodiment, various types of single parameters or combinations of parameters may be applied depending on the design of the game. For example, instead of numbers, symbols or letters may be applied. Furthermore, instead of colors, patterns, figures or shapes (for example, the shape of the symbol object 635) may be applied.
[0083] In the above example, the total value of the numbers set for each of the three determined patterns is multiplied by a multiplier corresponding to the combination of the three patterns and set as the damage value to the enemy character, but this calculation formula is merely an example, and in other examples of this embodiment, various other calculation formulas may be applied as the calculation formula for the damage value.
[0084] In the above example, the character reels are used when attacking the enemy character, but the action using the character reels may be an action other than an attack. For example, in another example of this embodiment, the character reels are used when performing other actions such as movement and use of an item. In this case, the effect of the movement (e.g., the amount of movement, etc.) or the effect of the item (e.g., the amount of HP recovery, etc.) may vary based on at least the determined three symbols. Also, an event using the character reels may be generated. For example, when the determined combination of the three symbols is a predetermined combination, an event advantageous to the player (e.g., an event in which a rare item can be obtained, etc.) may be generated (for example, the stronger the poker hand corresponding to the combination of the three symbols, the more advantageous it is for the player).
[0085] In the above example, the reel operation (selection of symbols) is performed automatically for the automatically operated characters, but the reel operation for all characters may be performed manually.
[0086] The game providing server 10 according to the present embodiment described above specifies one specific element from among multiple elements (e.g., "symbols on the reels" in the above example) possessed by a predetermined item associated with each of multiple objects (e.g., "characters" in the above example) included in a deck, and controls the progress of the game (e.g., "inflicting damage on an enemy character" in the above example) based at least on the specified multiple specific elements, and the specification of such a specific element is performed with a selection by the player. A game configured in this way can provide the player with the enjoyment of specifying a specific element from among multiple elements possessed by a predetermined item, compared to a game that simply progresses based on the values of parameters set for each of multiple objects. In this way, the game providing server 10 can increase the interest of a game in which multiple objects such as characters are used.
[0087] In other embodiments of the present invention, some or all of the functions of the game providing server 10 in the above-described embodiments may be realized by cooperation between the game providing server 10 and the player terminal 30, or may be realized by the player terminal 30.
[0088] The processes and procedures described herein may be realized by software, hardware, or any combination thereof, other than those explicitly described. For example, the processes and procedures described herein may be realized by implementing logic corresponding to the processes and procedures in a medium such as an integrated circuit, a volatile memory, a non-volatile memory, or a magnetic disk. In addition, the processes and procedures described herein may be implemented as a computer program corresponding to the processes and procedures, and executed by various computers.
[0089] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be realized by combining them into fewer components or breaking them down into more components.
[0090] In this specification, even if a component of the invention is described as either singular or plural, or described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0091] 10 Game provider server 11. Computer Processors 111 Management function control section 112 Game progress control unit 15. Storage 151 Player Information Table 152 Object Information Table 153 Player-specific object management table 30 Player terminal 40 Server-side programs 50 Map Screen 60 Deck setting screen 634 Reel information display area 635 Pattern Objects 70 Battle Screen 7314, 7324 Reel information display area 7315, 7325 Pattern Object
Claims
1. A program for providing a game, comprising: setting up a deck including a plurality of objects, each of which has a plurality of elements associated with a predefined item; for each of the plurality of objects included in the deck, identifying one specific element from among the plurality of elements possessed by the predetermined item associated with the plurality of objects, and controlling progress of the game based at least on the identified plurality of specific elements; the step of controlling the progress of the game includes identifying an element selected by a player from among the plurality of elements as the one specific element for at least a portion of the plurality of objects; program.
2. the step of controlling the progress of the game includes controlling the progress of the game based at least on a combination of the plurality of specific elements; The program of claim 1.
3. the step of controlling the progress of the game includes executing an action based at least on the plurality of specific elements, and progressing the game in response to the execution of the action. The program of claim 1 or 2.
4. the step of controlling the progress of the game includes executing the action based at least on a calculation result of a plurality of numerical values respectively set for the plurality of specific elements; The program of claim 3.
5. the step of controlling the progress of the game includes executing an attack as the action so that damage based at least on a calculation result of the plurality of numerical values is inflicted on an enemy; The program of claim 4.
6. the step of controlling the progress of the game includes varying an effect of the action based at least on a combination of the plurality of specific elements; 6. The program according to claim 3.
7. the step of controlling the progress of the game includes repeating the steps of: identifying the one specific element for each of the plurality of objects; and executing the action based at least on the plurality of specific elements; 7. The program according to any one of claims 3 to 6.
8. the step of controlling the progress of the game includes identifying the first specific element from among the plurality of elements that have not been identified as the first specific element in a previous game, The program of claim 7.
9. the step of controlling the progress of the game includes, for a first object of which the one specific element is automatically identified among the plurality of objects, identifying the current one specific element from among the plurality of elements, while, for a second object of which the one specific element is selected by the player, identifying an element selected by the player from among elements of the plurality of elements that have not been identified as the one specific element up until the previous time as the current one specific element; The program of claim 8.
10. the step of controlling the progress of the game includes, after identifying one specific element of a first object among the plurality of objects, the one specific element of which is automatically identified, identifying one specific element of a second object, the one specific element of which is selected by the player; 10. The program of claim 1.
11. causing the computer to further execute a step of modifying the predetermined item associated with the object in response to a predetermined condition being satisfied.
11. The program of any one of claims 1 to 10.
12. The step of setting the deck includes including a predetermined object selected by the player from a plurality of predetermined objects in the deck.
12. A program according to any one of claims 1 to 11.
13. causing the computer to further execute a step of awarding a reward to the player based at least on the plurality of objects included in the deck.
13. A program according to any one of claims 1 to 12.
14. 1. A system for providing a game, comprising one or more computer processors, the one or more computer processors, in response to execution of readable instructions: setting up a deck including a plurality of objects, each of which has a plurality of elements associated with a predefined item; for each of the plurality of objects included in the deck, identifying one specific element from among the plurality of elements possessed by the predetermined item associated with the respective objects, and controlling progress of the game based at least on the identified plurality of specific elements; the step of controlling the progress of the game includes identifying an element selected by a player from among the plurality of elements as the one specific element for at least a portion of the plurality of objects; system.
15. 1. A method for providing a game, executed by one or more computers, comprising: setting up a deck including a plurality of objects each associated with a predetermined item having a plurality of elements; specifying, for each of the plurality of objects included in the deck, one specific element from among the plurality of elements possessed by the predetermined item associated with the respective objects, and controlling progress of the game based at least on the specified plurality of specific elements; the step of controlling the progress of the game includes identifying an element selected by a player from among the plurality of elements as the one specific element for at least a portion of the plurality of objects; method.
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