Program, system, and method for providing game
By introducing a mode in games that enhances benefits with more players, the solution addresses the lack of cooperative play variety, increasing player engagement and strategic depth.
Patent Information
- Application Number
- JP2024189769
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-29
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2040-09-14
AI Technical Summary
Conventional games lack sufficient consideration for cooperative play beyond consecutive attacks, diminishing the interest of multiple players.
Implement a predetermined mode in games that is started for players meeting specific conditions, with effects enhancing as more players join, including effects like increased game parameters and extended time limits, encouraging cooperative strategies.
Enhances player engagement by promoting cooperative gameplay through strategic advantages tied to the number of players in the predetermined mode, improving overall game interest.
Smart Images

Figure 2025010279000001_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 games in which multiple players participate and play together are known. For example, the following Patent Document 1 discloses a game in which multiple players cooperate to reduce the parameter value (such as physical strength) of an enemy game character. In this game, when different users perform attacks consecutively, a predetermined number of points are added to the acquired points, thereby maintaining and improving the players' motivation to continue playing the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-192892 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above-mentioned conventional games, advantageous effects (addition of acquired points) occur in response to consecutive attacks by different users, but it cannot be said that sufficient consideration is given to cooperative play other than consecutive attacks. Since such cooperative play is considered to be one of the enjoyments of games in which multiple players play together, it is desirable to consider various plays other than consecutive attacks.
[0005] One of the objects of the embodiments of the present invention is to improve the enjoyment of games in which multiple players play cooperatively. Other objects of the embodiments 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 in which multiple players play cooperatively, and causes a computer to execute the steps of starting a predetermined mode for a player who has satisfied a condition for starting the predetermined mode, terminating the predetermined mode for a player who has satisfied a condition for terminating the predetermined mode, and generating an effect for players of the predetermined mode such that the greater the number of players in the predetermined mode, the more advantageous it is.
[0007] A system according to one embodiment of the present invention is a system for providing a game in which multiple players play cooperatively, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, the steps of starting a predetermined mode for a player who satisfies a start condition of the predetermined mode, terminating the predetermined mode for a player who satisfies an end condition of the predetermined mode, and generating an effect for players of the predetermined mode such that the greater the number of players in the predetermined mode, the more advantageous it is.
[0008] A method according to one embodiment of the present invention is executed by one or more computers and is a method for providing a game in which multiple players play cooperatively, comprising the steps of starting a predetermined mode for a player who satisfies a start condition of the predetermined mode, terminating the predetermined mode for a player who satisfies a termination condition of the predetermined mode, and generating an effect for players of the predetermined mode such that the greater the number of players in the predetermined mode, the more advantageous it is. Effect of the Invention
[0009] Various embodiments of the present invention may enhance the enjoyment of games in which multiple players play cooperatively. [Brief description of the drawings]
[0010] [Figure 1]1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. [Diagram 2] 13 is a diagram illustrating data items managed by a player information table 451. [Diagram 3] FIG. [Figure 4] FIG. 1 is a diagram illustrating a game space 100. [Diagram 5] 2 is a diagram for explaining the movement path of a character 104 in the game space 100. FIG. [Figure 6] FIG. 13 is a diagram illustrating a game screen 60 after a certain amount of time has elapsed since the start of a fighting game. [Figure 7] A close-up of the ultimate skill object 641. [Figure 8] An enlarged view of the secret skill object 641 when a certain number of special mode points have been accumulated. [Figure 9] FIG. 11 is a flow diagram illustrating a process executed by the player terminal 10 when starting a special mode. [Figure 10] FIG. 6 is a diagram illustrating an example of a game screen 60 in which the player's own character is in a special mode. [Figure 11] An enlarged view of the special mode display object 66. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the drawings, 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 player terminal 10 according to an embodiment of the present invention. As shown in the figure, the terminal 10 is communicatively connected to a game management server 40 via a communication network 30 such as the Internet. Although only one player terminal 10 is shown in FIG. 1, a plurality of player terminals 10 are communicatively connected via the server 40 or directly. The terminal 10 provides a game to a user who operates the terminal 10. The player terminal 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 player terminal 10. The player terminal 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 30 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. The programs stored in the storage 15 can be downloaded and installed from an application market, etc. In this embodiment, the storage 15 stores a game application 20 according to one embodiment of the present invention. The application 20 is an example of a program that implements all or a part of the program of the present invention.
[0018] In this embodiment, the player terminal 10 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0019] Next, a description will be given of the hardware configuration of the game management server 40. The game management server 40 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 41, a main memory 42, an input / output I / F 43, a communication I / F 44, and a storage (storage device) 45, and these components are electrically connected via a bus or the like (not shown).
[0020] The computer processor 41 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 45 or the like into a main memory 42 and executes various instructions included in the programs. The main memory 42 is configured, for example, by a DRAM or the like.
[0021] The input / output I / F 43 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 43 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 43 also includes an image output device such as a display, and an audio output device such as a speaker.
[0022] The communication I / F 44 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 30 or the like.
[0023] The storage 45 is configured by, for example, a magnetic disk or a flash memory. The storage 45 stores various programs including an operating system, various data, and the like. For example, the storage 45 has a player information table 451 that manages player information related to game players. The storage 45 also stores a server-side program 50. At least a part of the program 50 can be executed on the player terminal 10 side via a web browser or other application (including, for example, the game application 20).
[0024] In this embodiment, the game management server 40 may be configured using a plurality of computers each having the above-mentioned hardware configuration. For example, the server 40 may be configured by one or a plurality of server devices.
[0025] The game management server 40 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 executed in the player terminal 10, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 10. The player terminal 10 displays a web page or other screen based on the received data.
[0026] For example, in response to the start of the game application 20, the player terminal 10 can obtain information and various data related to the corresponding player from the game management server 40. Also, for example, while the game application 20 is being executed, the player terminal 10 can obtain various data and the like from the game management server 40 and transmit the latest information on the player to the game management server 40. Note that in this embodiment, the player terminal 10 can also be configured to provide a game without communicating with the game management server 40.
[0027] Next, a description will be given of the functions possessed by the player terminal 10 and the game management server 40 configured as described above. The computer processor 11 of the player terminal 10 is configured to function as a game progress control unit 111 by executing instructions included in a program (e.g., at least a part of the game application 20) loaded into the main memory 12, as shown in FIG.
[0028] The game progress control unit 111 is configured to execute various processes related to the control of the progress of the game in this embodiment. For example, the game progress control unit 111 is configured to generate and display various screen images related to the game. Also, for example, the game progress control unit 111 is configured to execute various calculations for progressing the game. For example, the game progress control unit 111 executes various calculations for progressing the game in response to an operation input by a player, and generates and displays screen images according to the calculation results. Also, for example, the game progress control unit 111 executes various calculations for progressing the game based on operation input information in the other player terminal 10 transmitted from the other player terminal 10.
[0029] The game in this embodiment is configured as a game in which multiple players cooperate to play. In this game, the multiple players typically have the same or similar game objectives and cooperate to play to achieve the game objectives. The multiple players, for example, form a team or a group. The multiple players may include a player controlled by a computer (player terminal 10). Such games may be configured as, for example, combat games (including, for example, fighting games) in which characters fight each other, action games, shooting games, card games, puzzle games, RPGs, and the like.
[0030] As shown in FIG. 1, the computer processor 41 of the game management server 40 is configured to function as a management function control unit 411 by executing instructions contained in a program (e.g., at least a part of the server-side program 50) loaded into the main memory 42.
[0031] The management function control unit 411 is configured to execute various processes related to the control of the management function of the game in this embodiment. For example, the management function control unit 411 transmits screen data and control data of various screens related to the management function to the player terminal 10, executes various processes in response to an operation input by a player via the screen displayed on the player terminal 10, and transmits screen data and control data according to the results of the processes to the player terminal 10. Functions controlled by the management function control unit 411 include, for example, login processing (user authentication), billing control, player matching processing, and player management (for example, updating the player information table 451, etc.).
[0032] In this embodiment, the game progress control unit 111 of the player terminal 10 is configured to start a predetermined mode for a player who satisfies a start condition of the predetermined mode, and to end the predetermined mode for a player who satisfies a termination condition of the predetermined mode. In other words, the game progress control unit 111 is configured to manage the start and end of a predetermined mode for each of a plurality of players.
[0033] Furthermore, the game progress control unit 111 is configured to generate an effect for a player of a predetermined mode so that the greater the number of players in the predetermined mode, the more advantageous it is. For example, the game progress control unit 111 is configured to generate a greater effect as the number of players in the predetermined mode increases. For example, the game progress control unit 111 is configured to generate a predetermined effect when the number of players in the predetermined mode is equal to or greater than a predetermined value, and not to generate the predetermined effect when the number of players is less than the predetermined value. In this embodiment, the effect generated for a player of a predetermined mode is, for example, an effect for allowing the player to smoothly progress through the game, and may include various types of effects.
[0034] In this way, the game provided by the player terminal 10 of this embodiment generates effects for players of a predetermined mode so that the more players there are in that mode, the more advantageous it becomes, so a game strategy is required in which multiple players cooperate to simultaneously enter the predetermined mode. In this way, the player terminal 10 can increase the interest of a game in which multiple players cooperate to play.
[0035] In this embodiment, the game progress control unit 111 may be configured to generate a first effect for one player in response to the start of a predetermined mode by the one player, and to generate a second effect different from the first effect for other players in the predetermined mode. In this case, for example, when the predetermined mode of the first player is started in a state where there is no player in the predetermined mode (at this time, the number of players in the predetermined mode is "1"), the first effect occurs only for the first player, and then, when the predetermined mode of the second player is started before the predetermined mode of the first player ends (at this time, the number of players in the predetermined mode is "2"), the first effect occurs for the second player, and further, the second effect occurs for the first player. In other words, in this case, it can be said that the effect occurs so that the more players in the predetermined mode, the more advantageous it is. Such a configuration encourages players to cooperate and enter the predetermined mode at the same time, which can increase the interest of the game.
[0036] In this case, the second effect that occurs to the other player who has started the predetermined mode earlier may include various effects. For example, the condition for ending the predetermined mode may include (as a necessary or sufficient condition) a condition that the duration of the predetermined mode reaches a time limit, and in this case, the second effect includes an effect of extending (delaying, extending) the time limit of the predetermined mode. Such a configuration can lengthen the period of time that the player who has started the predetermined mode earlier stays in the predetermined mode.
[0037] In addition, the first effect that occurs for one player in response to the start of a predetermined mode by the player may also include various effects. For example, the first effect includes an effect of strengthening a game parameter associated with the player. For example, the game progress control unit 111 strengthens the game parameter (for example, adds or subtracts the value of a parameter having a numerical format) so that the degree of strengthening increases as the number of players in the predetermined mode increases. Such parameters include, but are not limited to, parameters such as physical strength (HP) and strength in a battle game. Such a configuration encourages the start of a predetermined mode by the player to strengthen the game parameter, and as a result, the interest of the game may be improved.
[0038] In this embodiment, the start condition of the predetermined mode may include various conditions. For example, the start condition is composed of multiple necessary conditions and / or one or multiple sufficient conditions. For example, the start condition of the predetermined mode includes a condition (as a necessary condition or a sufficient condition) that the value of a parameter for the predetermined mode associated with a player reaches a predetermined value. In this case, the game progress control unit 111 is configured to update the value of the parameter for the predetermined mode associated with each of the multiple players, determine a player whose value of the parameter for the predetermined mode has reached a predetermined value, and start the predetermined mode for the player whose value of the parameter has reached the predetermined value immediately or after waiting for other necessary conditions to be satisfied (including, for example, an instruction from the player). Such a configuration may give the player the fun of updating the parameter for starting the predetermined mode.
[0039] The game in this embodiment can be configured as a game in which a plurality of characters corresponding to a plurality of players are used, and in this case, the above-mentioned parameters for the predetermined mode can be configured to be updated at least based on the type of the corresponding character. For example, the game progress control unit 111 determines a method of updating the parameters for the predetermined mode (including update timing and update width, etc.) at least based on the type of the corresponding character. For example, the game progress control unit 111 can be configured to update the value of the parameters for the predetermined mode in response to a first action (e.g., attack in a fighting game) by the corresponding character when the type of the corresponding character is a first type, and to update the value in response to a second action (e.g., defense in a fighting game) by the corresponding character when the type of the corresponding character is a second type. Such a configuration enables the parameters for starting the predetermined mode to be updated based on the type of the character, and as a result, for example, the player can be given fun regarding the selection of the character.
[0040] In this embodiment, the game progress control unit 111 may be configured to generate a third effect for other players not playing the predetermined mode in response to the start of a predetermined mode by one player. Such a third effect may include various effects. With such a configuration, an effect is also generated for players not playing the predetermined mode in response to the start of a predetermined mode by any player, so that the interest of the game may be improved, including for players not playing the predetermined mode.
[0041] For example, the third effect includes an effect of changing the update method of the parameter for the predetermined mode (for example, increasing the update frequency or increasing the update width) so that the value of the parameter for the predetermined mode becomes easier to reach the above-mentioned predetermined value. In this case, for example, the game progress control unit 111 updates the parameter for the predetermined mode by a first width when there is no player of the predetermined mode, and updates the parameter by a second width larger than the first width when there is a player of the predetermined mode. Such a configuration encourages multiple players to become the predetermined mode at the same time.
[0042] Furthermore, in the case where the game of this embodiment is a fighting game in which a plurality of characters corresponding to a plurality of players respectively fight an enemy character, the game progress control unit 111 can be configured to cancel the motion being played by a player who has satisfied the start condition of a predetermined mode, play the start motion of the predetermined mode, and perform an attack determination in association with the playback of the start motion. In this configuration, since the motion being played is canceled and an attack determination is performed in response to the start of a predetermined mode, strategy is required regarding the timing of starting a predetermined mode in the fighting game, and as a result, the interest of the game can be increased.
[0043] In this case, the game progress control unit 111 can be configured to cancel the start motion of the predetermined mode when the motion being played is an attack motion, while making it impossible to cancel the start motion of the predetermined mode when the motion being played is not an attack motion (including, for example, a defense motion or a hit (damage) motion, and a standby state). In this case, for example, the time length (for example, the number of frames, etc.) of the start motion of the predetermined mode and the "hit" motion when the attack is received is set so that the stiffness difference between the character who has started the predetermined mode and the enemy character who has been attacked by the attack judgment corresponding to the start of the predetermined mode is small (so that the difference in timing at which these characters can move is small). Then, when the attack motion is switched to the predetermined mode, it becomes possible to cancel the start motion of the predetermined mode and move faster than the enemy character. Such a configuration requires strategy regarding the timing of starting the predetermined mode in a fighting game (for example, the state of the player himself, etc.), and as a result, the interest of the game can be improved.
[0044] Next, a specific example of one aspect of the player terminal 10 having such functions will be described. In this example, the player terminal 10 provides a fighting game in which characters fight each other. The fighting game in this example is played by four characters, and the four characters may include player characters operated by real players as well as non-player characters operated by a computer. Below, a fighting game in the form of a team battle in which the four characters are divided into two teams and compete against each other will be described.
[0045] 2 illustrates data items managed by the player information table 451 in this example. The player information table 451 in this example manages information about the players of the game, and as shown in the figure, manages data items such as "basic information" including account name, gender, date of birth, etc., and "level" that increases the more victories are made in the fighting game, in association with "player accounts" that identify individual players.
[0046] In this example, a player who wishes to play a fighting game requests the game management server 40 to match four players who will play the fighting game together via a player terminal 10, and the server 40 (management function control unit 411) performs matching from among players waiting to play the fighting game. Matching is performed, for example, based on the level of each player (for example, players of similar levels are matched with each other). The matched four players are divided into two teams. When playing the fighting game, the player terminals 10 of the matched four players are directly connected to each other so as to be able to communicate with each other in a P2P manner, and the progress of the game is controlled in each player terminal 10 based on operation input information received from the player terminals 10 of the other players in addition to the player's own operation input.
[0047] 3 illustrates a game screen 60 for playing a fighting game in this example. The screen 60 is displayed on the player terminal 10 after matching of players who will play together. As shown in the figure, the game screen 60 displays a game space 100 in which fighting between characters takes place in the entire screen area. The game screen 60 also has an information display area 62 located at the top end of the screen for displaying various information, and a skill attack instruction area 64 located at the bottom right corner of the screen for instructing the execution of a skill attack. These areas 62, 64 are displayed superimposed on the game space 100.
[0048] As shown in FIG. 3, the information display area 62 has a first team area 631 that displays information about the team that the player himself / herself is a part of, and a second team area 632 that displays information about the enemy team that the player himself / herself is not a part of, and these areas 631, 632 are displayed in a mutually distinguishable state (in the example of FIG. 3, each of the areas 631, 632 is depicted as a rounded rectangular frame). In this example, in the first team area 631, a first indicator 621 that displays the status of the player's own character (1P) is arranged on the left side, and a second indicator 622 that displays the status of another ally character (2P) of the same team is arranged on the right side. In addition, in the second team area 632, two second indicators 622 that display the statuses of two characters (3P and 4P) of the enemy team are arranged side by side on the left and right. Compared to the first indicator 621, the length of the second indicator 622 in the left-right direction is shorter. Each of the first and second indicators 621, 622 displays the HP (hit points) status (degree of decrease from the maximum value) on the left half, and displays the SP (skill points) status (degree of decrease from the maximum value) on the right half. In this example, as HP decreases, the maximum value (upper limit) of SP increases.
[0049] Additionally, the first and second team areas 631, 632 display, at their upper ends, the names of the corresponding teams ("TEAM A" and "TEAM B" in the example of FIG. 3) and the number of remaining lives (stocks). The number of remaining lives is indicated as the number of life objects 633 having the appearance of a circular face. The initial value of the number of remaining lives for each team is 3. Additionally, the information display area 62 displays, at its lower right corner, the remaining time of the fighting game ("180 seconds remaining" is displayed in the example of FIG. 3).
[0050] In the skill attack instruction area 64, one ultimate skill object 641 for instructing the character to perform an ultimate skill is placed in the lower right corner, and three normal skill objects 642 for instructing the character to perform normal skills are placed above, to the upper left, and to the left of the ultimate skill object 641, respectively.
[0051] FIG. 4 illustrates the game space 100 in this example. In this example, the game space 100 is configured as a three-dimensional virtual space, and as shown in the figure, includes a ground 102, four characters 104, and a player display object 106 that is located above each character 104, has an inverted triangular shape, and displays corresponding player information (any of 1P to 4P). The object 106 follows the corresponding character 104 according to the movement of the character. Each character 104 is selected by each player from a plurality of characters that are set in advance. In addition, when the same type of character is selected by a plurality of players, the designs including the colors of the characters are changed to be different from each other so that they can be distinguished.
[0052] In addition, in the game space 100 of this example, a movement path of the character 104 is set. Specifically, as illustrated in Fig. 5, in the game space 100, a first line 1021 extending linearly in the left-right direction on the front side of the ground 102 and a second line 1022 extending linearly in the left-right direction on the rear side of the ground 102 are set as movement paths of the character 104. The character 104 can move in the left-right direction along each of the first and second lines 1021, 1022, and can also move between the first and second lines 1021, 1022.
[0053] In addition, in the game space 100 of this example, positions for initially arranging the four characters 104 at the start of the fighting game are set. Specifically, as illustrated in Fig. 5, an initial position IP1 where the first character 104 (1P) is initially arranged is set to the left of the first line 1021 on the front side, an initial position IP2 where the second character 104 (2P) is initially arranged is set to the left of the second line 1022 on the back side, an initial position IP3 where the third character 104 (3P) is initially arranged is set to the right of the first line 1021 on the front side, and an initial position IP4 where the fourth character 104 (4P) is initially arranged is set to the right of the second line 1022 on the back side.
[0054] In this example, when the fighting game is started, the player can move the corresponding character 104 through an operation on the touch panel of the player terminal 10. For example, the character 104 moves in response to an operation on other areas of the entire screen area of the game screen 60 other than the information display area 62 and the skill attack instruction area 64. Specifically, for example, the character 104 runs (dashes) in the direction of a flick operation in the left / right direction in the other areas, and moves (changes line) to the first or second line 1021, 1022 existing in the direction of the flick operation by a flick operation in the up / down direction.
[0055] Also, for example, the character 104 executes a physical attack in response to an operation on the other area of the entire screen area of the game screen 60. Specifically, for example, the character 104 executes a first physical attack by a single tap operation on the other area, and executes a second physical attack with a greater attack power than the first physical attack by a double tap operation. The second physical attack has a larger attack motion than the first physical attack, and is therefore more susceptible to counterattack. When such a physical attack is executed, an attack determination is made on the enemy character, and if it is determined that the attack hits, a corresponding damage is given to the enemy character. The HP of the damaged character is reduced by an amount equivalent to the damage.
[0056] Also, for example, the character 104 executes a skill attack in response to an operation on the skill attack instruction area 64. Specifically, for example, the character 104 executes a secret skill attack by a single tap operation on the secret skill object 641, and executes a normal skill attack by a single tap operation on the normal skill object 642. In this example, the types of executable skill attacks (three normal skills and one secret skill type) differ depending on the type of character. When such a skill attack is executed, an attack determination is made on the enemy character, and if it is determined that the attack hits, the corresponding damage is given to the enemy character. The HP of the damaged character is reduced by an amount equivalent to the damage. Also, the SP of the character who performed the skill attack is reduced by an amount corresponding to the type of the skill attack. The SP is recovered over time.
[0057] Here, the special skill attack executed by a single tap operation on the special skill object 641 can be executed when the corresponding character 104 is in a special mode (predetermined mode). The special mode will be described in detail later.
[0058] Also, for example, the character 104 executes defense in response to an operation on the other area of the entire screen area of the game screen 60. Specifically, for example, the character 104 executes defense against an attack from the direction opposite to the direction of the slide operation by performing a slide operation in the left / right direction in the other area.
[0059] 6 illustrates an example of the game screen 60 after a certain amount of time has passed since the start of the fighting game. As illustrated, in this state of the game screen 60, the display of the first and second indicators 621, 622 changes in response to fluctuations in the HP and SP of each character 104. In addition, the display of the remaining time in the lower right corner of the information display area 62 is updated as time passes.
[0060] Here, the details of the special mode will be explained. In this example, to start the special mode (to switch to the special mode), it is necessary to accumulate (store) the special mode points (predetermined mode parameters) up to the maximum value. In this example, the maximum value of the special mode points and the method of acquiring the points differ depending on the type of character.
[0061] Specifically, a character whose character type is an "attack charge type" can earn special mode points by performing a normal skill attack. The number of points earned from one attack is preset to a different value for each type of normal skill.
[0062] Furthermore, a character whose type is a "defensive charge type" earns special mode points by defending against skill attacks (normal skill attacks or special skill attacks) from enemy characters. The number of points earned per defense is preset to a different value for each type of skill attack from an enemy character. Furthermore, a character whose type is a "special charge type" earns special mode points by executing a predetermined number of normal skill attacks in a predetermined order. The number of points earned by each attack is preset so that the maximum number of special mode points is accumulated when all of the predetermined number of normal skill attacks are executed.
[0063] In this example, the accumulation status of the special mode points of the player's own character is displayed via the secret skill object 641 in the skill attack instruction area 64. Fig. 7 illustrates an enlarged view of the secret skill object 641. As shown in the figure, the circular secret skill object 641 has a donut-shaped gauge portion 6411 on the inside of its outer periphery.
[0064] FIG. 8 illustrates an enlarged view of the master skill object 641 in a state where a certain number of special mode points have been accumulated. In this state, the master skill object 641 has a gauge section 6411 in which a point display section 6412 is displayed to indicate the accumulation status of the special mode points at that time. The point display section 6412 extends clockwise from the 12 o'clock position of the doughnut-shaped gauge section 6411, which is set to 0 points, according to an increase in the number of points. One revolution of the gauge section 6411 corresponds to the maximum value of the special mode points. In other words, the gauge section 6411 of the master skill object 641 displays the ratio of the current value to the maximum value of the special mode points via the point display section 6412 extending clockwise.
[0065] As described above, when the special mode points are accumulated to the maximum value, the special mode of the corresponding character can be started (the character can be shifted to the special mode). In this example, when the special mode points are accumulated to the maximum value, the appearance of the secret skill object 641 changes, and for example, the object 641 is displayed with a special effect. The player can recognize that the special mode points have been accumulated to the maximum value (i.e., the special mode can be started) from the change in the display of the object 641.
[0066] In this example, when the special mode points are accumulated to the maximum value and a long tap operation is performed on the secret skill object 641, the special mode is started. FIG. 9 is a flow diagram illustrating a process executed by the player terminal 10 when starting the special mode. As shown in the figure, the player terminal 10 first cancels the motion being played of the character that starts the special mode (step S100). The motion specifically includes, for example, an attack motion, a defense motion, a movement motion, and a beaten (damaged) motion.
[0067] Then, if the canceled motion is an attack motion (YES in step S110), the player terminal 10 performs an attack determination on the surroundings and plays the start motion of the special mode in a cancelable state (step S120), whereas if the canceled motion is not an attack motion (NO in step S110), the player terminal 10 performs an attack determination on the surroundings and plays the start motion of the special mode in a cancelable state (step S130).
[0068] In this example, the time length of the "hit" motion of an enemy character who has been attacked by an attack judgment on the surroundings is approximately the same as the time length of the special mode start motion. Therefore, unless the special mode start motion is canceled, the stiffness difference between the character who has started the special mode and the enemy character who has been attacked with the start of the special mode is approximately 0, and they can perform their next action at approximately the same timing. On the other hand, a character who has canceled a playback attack motion and started the special mode (transitioned from an attacking state to the special mode) can cancel the special mode start motion and perform the next action faster than the enemy character, and can maintain an advantageous state.
[0069] After the start motion of the special mode is played back in this way, the player terminal 10 then starts the special mode of the corresponding character (step S140). In this example, with the start of the special mode, the SP of the corresponding character is fully restored.
[0070] In this example, when a special mode starts and there is an ally character in special mode at that time, the time limit for that character's special mode is extended by a predetermined time (e.g., 5 seconds). Note that in this example, the initial value of the time limit (time that can be continued) for the special mode is preset according to the maximum value of the special mode points (i.e., the type of character), and the larger the maximum value, the longer the initial value of the time limit.
[0071] The special mode continues until the end condition is met (NO in step S150). In this example, the attack power (game parameter) of the special mode character is strengthened. The rate at which the attack power is strengthened (strengthening multiplier) is first set according to the number of special mode characters in the team. Specifically, the strengthening multiplier is 1.2 times when the number of special mode characters in the team is "1" (i.e., only the player's own character is in special mode), and is 1.4 times when the number of special mode characters in the team is "2" (i.e., in addition to the player's own character, ally characters are also in special mode).
[0072] Furthermore, the attack power enhancement factor is corrected according to the remaining SP (the ratio of the current value to the maximum value) when the special mode is started. Specifically, if the remaining SP when the special mode is started is between 51% and 80%, the enhancement factor is increased by 20% points, if the remaining SP is 81% or more, the enhancement factor is increased by 40% points, and if the remaining SP is 50% or less, the enhancement factor is not corrected. For example, if the number of special mode characters in a team is "2" and the remaining SP when the special mode is started is 81% or more, the attack power enhancement factor is 1.8 times (1.4 + 0.4).
[0073] In this example, the attack power enhancement factor varies (is recalculated) during the special mode in response to a change in the number of special mode characters in the team (i.e., the start or end of special mode for friendly characters). However, the enhancement factor set at the start of the special mode may be maintained during the special mode.
[0074] 10 illustrates an example of a game screen 60 in which the player's own character is in a special mode. In this state, the game screen 60 has a special mode display object 66, which indicates that the player's own character is in a special mode, displayed below the left edge of the information display area 62 as shown in the figure.
[0075] 11 is an enlarged view of the special mode display object 66. As shown in the figure, the object 66 displays the attack power enhancement factor (in the example of FIG. 11, "×1.4" is displayed), and a remaining time indicator 661 indicating the remaining time of the special mode is disposed at the bottom end of the object 66. Note that instead of the indicator 661, the remaining time of the special mode may be displayed in the secret skill object 641 (for example, the point display section 6412 that has gone around the gauge section 6411 shrinks counterclockwise).
[0076] 10, the appearance of the special mode character 104 (1P) changes in the game screen 60 in this state. Other players can recognize the special mode character from this change in appearance.
[0077] In addition, in the game screen 60 in this state, the appearance of the first team area 631 has changed to an appearance indicating that a special mode character exists in the corresponding team. The second team area 632 is also configured to change to a corresponding appearance when a special mode character exists in the corresponding team. In this way, the first and second team areas 631, 632 indicate whether or not a special mode character exists in the corresponding team through the change in appearance.
[0078] In this example, while there is a special mode character in the team, the special mode points of characters that are not in the special mode are more likely to increase. Specifically, the number of special mode points that can be acquired is increased by 1.5 times.
[0079] In addition, in the game screen 60 in this state, the appearance of the secret skill object 641 has changed to an appearance indicating that the player's own character is in special mode. As described above, when the player's own character is in special mode, a single tap operation on the secret skill object 641 causes a secret skill attack by the character. The secret skill attack is set as a skill attack that is stronger (e.g., causes greater damage) than a normal skill attack, for example.
[0080] 9, when the special mode ending condition is satisfied (YES in step S150), the player terminal 10 ends the special mode of the corresponding character (step S160). In this example, the special mode ending condition is that any of the following three sufficient conditions is satisfied. (1) The time limit for the special mode is reached. (2) The corresponding character's special skill attack is executed. (3) The HP of the corresponding character becomes 0.
[0081] In this example fighting game, when the HP of any character becomes 0 (is defeated or enters a death state), one life is consumed from the team to which the character whose HP became 0 belongs. When a life is consumed, one life object 633 at the top end of the first team area 631 or the second team area 632 disappears.
[0082] In addition, in this fighting game example, a character whose HP reaches 0 is revived (reappears, respawns) at a position based on the operation by the player. Specifically, when the HP of the corresponding player's own character reaches 0, a flick operation by the corresponding player is awaited, and the character reappears at a position corresponding to the flick operation. Specifically, the position at which the character reappears is a position corresponding to the direction of the flick operation among the initial positions of each of the four characters.
[0083] The reappearing character will have fully recovered HP and SP, and will also be set to an invincible state. An invincible character, for example, will not be the target of attacks by other characters and will not receive damage. A character's invincible state will be released when the conditions for releasing the invincible state are met. Specifically, the conditions for releasing the invincible state include the passage of a predetermined time (for example, one second) and the invincible character itself performing an attack, etc.
[0084] In this way, the four characters 104 attack each other with their respective enemy characters 104, and the team that reduces the enemy team's life to 0 wins, and the team whose life is reduced to 0 loses. Also, if the remaining time in the fighting game reaches 0 before either team's life reaches 0, the team with the most remaining life at that point wins. If both teams have the same number of remaining lives, it results in a draw.
[0085] In the above example, the effects occurring in response to the start of a special mode of a character include an "extension of the time limit of the special mode" for other characters who are in the special mode at that time, an "enhanced attack power" for the character who has started the special mode, and an "increase in the number of acquired special mode points" for other characters who are not in the special mode. However, these effects are only examples of effects occurring in response to the start of a predetermined mode in this embodiment, and other effects (including, for example, an effect of increasing points and scores (for evaluating the battle) given to the player, and an effect of increasing the value (quantity or quality, etc.) of items that can be obtained during a battle (fight), etc.) may be generated instead of at least a part of them or in addition to them. In another example of this embodiment, it is also possible to prevent the effects on other characters who are in the special mode at that time and / or the effects on other characters who are not in the special mode from occurring.
[0086] In the above example, the special mode is started when the special mode points are accumulated to the maximum value and the secret skill object 641 is long-tapped, but the start condition of the special mode is not limited to this. For example, the start condition of the special mode can be set so that the special mode is automatically started without a specific operation by the player such as a long-tap operation.
[0087] In the above-mentioned example, a fighting game was given as an example, but in other examples of this embodiment, various types of games other than fighting games can be applied, and in the game, an effect can be generated for the players so that the greater the number of players in a mode corresponding to a special mode among multiple players playing cooperatively, the more advantageous the players will be.
[0088] The game provided by the player terminal 10 according to the present embodiment described above provides an effect (such as an extension of the time limit for the special mode in the above example, and an increase in attack power, etc.) to the players in a predetermined mode so that the more players there are in the predetermined mode, the more advantageous it becomes, so a game strategy is required in which multiple players cooperate to simultaneously enter the predetermined mode. In this way, the player terminal 10 can increase the interest of a game in which multiple players cooperate to play.
[0089] In another embodiment of the present invention, some or all of the functions of the game progress control unit 111 of the player terminal 10 in the above-described embodiment may be realized by cooperation between the player terminal 10 and the game management server 40, or may be realized by the game management server 40. For example, when the functions of the game progress control unit 111 are realized by the game management server 40, the player terminal 10 may be configured to display images (images according to the progress of the game) provided from the game management server 40 (for example, in streaming format), and to accept operation inputs by the player and transfer them to the server 40 (transmit operation input information). A game configured in this way may be called a cloud game.
[0090] 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.
[0091] 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.
[0092] 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]
[0093] 10 Player terminal 11. Computer Processors 111 Game progress control unit 15. Storage 20. Gaming Applications 40 Game Management Server 41 Computer Processors 411 Management function control section 45 Storage 451 Player Information Table 50 Server-side programs 60 Game Screen 64 Skill Attack Direction Area 641 Mysterious Skill Object 6411 Gauge section 6412 Point display unit 66 Special Mode Display Object
Claims
1. A program for providing a game in which multiple players play cooperatively, the program comprising: starting a predetermined mode for a player who has satisfied a condition for starting the predetermined mode; terminating the predetermined mode for a player who has satisfied a termination condition for the predetermined mode; generating an effect for players of the predetermined mode such that the greater the number of players of the predetermined mode, the more advantageous the effect becomes; program.
2. the step of generating the effect includes, in response to a start of the predetermined mode by one player, generating a first effect for the one player and generating a second effect different from the first effect for other players in the predetermined mode. The program of claim 1.
3. the condition for terminating the predetermined mode includes a condition that a duration of the predetermined mode reaches a time limit, The second effect includes an effect of extending a time limit of the predetermined mode. The program of claim 2.
4. the generating step includes generating a first effect for one player in response to a start of the predetermined mode for the one player; the first effect includes an effect of enhancing a first parameter associated with a player such that the degree of enhancement increases as the number of players in the predetermined mode increases; 4. The program according to claim 1.
5. causing the computer to further perform the step of updating a value of a second parameter associated with each of the plurality of players; the start condition of the predetermined mode includes a condition that the value of the second parameter reaches a predetermined value; 5. The program according to claim 1.
6. the game is configured as a game in which a plurality of characters corresponding to the plurality of players are used, The step of updating the value of the second parameter includes updating the value of the second parameter based at least on a type of the corresponding character. The program of claim 5.
7. the step of updating the value of the second parameter includes updating the value of the second parameter in response to a first action by the corresponding character when the type of the corresponding character is a first type, and updating the value of the second parameter in response to a second action by the corresponding character when the type of the corresponding character is a second type; The program of claim 6.
8. the game is configured as a combat game in which the plurality of characters fight against an enemy character, the first action is an attack; The second action is defense. The program of claim 7.
9. causing the computer to further execute a step of generating a third effect for other players not in the predetermined mode in response to the start of the predetermined mode by one player; the third effect includes an effect of changing a method of updating the second parameter so that the value of the second parameter easily reaches the predetermined value.
9. The program according to any one of claims 5 to 8.
10. causing the computer to further execute a step of generating a third effect for other players not in the predetermined mode in response to the start of the predetermined mode by one player; 10. The program of claim 1.
11. the game is configured as a fighting game in which a plurality of characters corresponding to the plurality of players respectively fight against an enemy character; the step of starting the predetermined mode includes canceling a motion being reproduced by a player who has satisfied a condition for starting the predetermined mode, reproducing a start motion of the predetermined mode, and making an attack determination in association with the reproduction of the start motion; 11. The program of any one of claims 1 to 10.
12. The step of starting the predetermined mode includes making the start motion of the predetermined mode cancelable when the motion being played is an attack motion, and making the start motion of the predetermined mode non-cancelable when the motion being played is not an attack motion. The program of claim 11.
13. The plurality of players belong to the same team.
13. A program according to any one of claims 1 to 12.
14. A system for providing a game in which multiple players cooperate to play, comprising one or more computer processors, comprising: The one or more computer processors, in response to execution of the readable instructions, starting a predetermined mode for a player who has satisfied a condition for starting the predetermined mode; terminating the predetermined mode for a player who has satisfied a termination condition for the predetermined mode; generating an effect for players of the predetermined mode such that the greater the number of players of the predetermined mode, the more advantageous the effect becomes; system.
15. 1. A method, executed by one or more computers, for providing a multi-player cooperative game, comprising: starting a predetermined mode for a player who has satisfied a condition for starting the predetermined mode; terminating the predetermined mode for a player who has satisfied a termination condition for the predetermined mode; generating an effect for players of the predetermined mode such that the greater the number of players of the predetermined mode, the more advantageous the effect becomes; method.
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