Program, system, and method for providing game

JP2025010280AActive Publication Date: 2025-01-20DENA CO LTD
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Patent Information

Application Number
JP2024189831
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-29
Publication Date
2025-01-20
Estimated Expiration
2039-11-26

AI Technical Summary

Benefits of technology

【0009】 本発明の様々な実施形態は、複数のキャラクタ等が含まれるパーティを用いるゲームにおいて、多くのキャラクタ等の利用を促進する。

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Abstract

To promote usage of many characters and the like in a game using a party including a plurality of characters and the like.SOLUTION: A game providing server 10 according to an embodiment of the present invention provides a game to a user who operates a player terminal 30 communicatively connected via a communication network 20. The server 10 controls a progress of the game on the basis of a value of a first parameter owned by a second object associated with a party including a plurality of first objects. The value of the first parameter is determined on the basis of a first object associated with the second object. Thus, the first object associated with the second object in addition to the first objects of characters and the like included in the party make influence to the progress of the game, consequently the first objects not included in the party can be utilized.SELECTED DRAWING: Figure 1
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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 using a party (sometimes called a deck or team) consisting of a plurality of characters, etc., have been provided. In some of these games, a type of object different from the characters, etc. included in the party is set in the party, and a special effect based on the object may be generated. For example, the game disclosed in the following Patent Document 1 is configured such that a team mascot is incorporated into the deck in addition to the baseball players included in the deck, and the parameters of the players included in the deck who have attributes corresponding to the incorporated mascot are increased. Furthermore, in such games, the status (parameters such as HP and strength) of the object itself set in the party can be strengthened, and the degree of increase in the parameters of the above-mentioned characters, etc., may be changed based on the status. Such a mechanism improves the strategic nature of setting objects for the party, and can also realize an additional "element of playing" such as strengthening and training the object. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-111138 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned conventional system, the characters included in the party are strengthened by the object set in the party, but the use of characters not included in the party is not promoted. For example, a relatively weak character is unlikely to be used as a character that constitutes a party, but among these weak characters, there may be a character that the player is attached to. Therefore, it is desired to realize a system that promotes the use of more characters.

[0005] One of the objects of the embodiment of the present invention is to promote the use of many characters, etc. in a game using a party including a plurality of characters, etc. 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 a step of controlling the progress of the game based at least on a party including a plurality of first objects, and the step of controlling the progress of the game includes controlling the progress of the game based at least on the value of a first parameter possessed by a second object associated with the party, the value of the first parameter being determined based at least on a first object associated with the second object.

[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, in response to execution of readable instructions, execute a step of controlling the progress of the game based at least on a party including a plurality of first objects, wherein the step of controlling the progress of the game includes controlling the progress of the game based at least on a value of a first parameter possessed by a second object associated with the party, the value of the first parameter being determined based at least on a first object associated with the second object.

[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 a step of controlling progress of the game based at least on a party including a plurality of first objects, the step of controlling the progress of the game including controlling the progress of the game based at least on a value of a first parameter possessed by a second object associated with the party, the value of the first parameter being determined based at least on a first object associated with the second object. Effect of the Invention

[0009] Various embodiments of the present invention facilitate the use of many characters in games that use parties that include multiple characters. [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] 4 is a diagram illustrating an example of information managed by a first object information table 152. [Figure 4] 13 is a diagram illustrating an example of information managed by a second object information table 153. [Diagram 5] 13 is a diagram illustrating an example of information managed by a per-player first object management table 154. [Figure 6] 13 is a diagram illustrating an example of information managed by a per-player second object management table 155. [Figure 7] FIG. 13 is a diagram illustrating an example of information managed by an assignment information table 156. [Figure 8] 13 is a diagram illustrating an example of information managed by a player task management table 157. [Figure 9] FIG. 4 is a diagram illustrating a party setting screen 50. [Figure 10] 4 is a diagram illustrating an example of details of an individual display area 53 on the party setting screen 50. FIG. [Figure 11] FIG. 6 is a diagram illustrating a crystal setting screen 60. [Figure 12] FIG. 7 is a diagram illustrating a crystal details screen 70. [Figure 13] FIG. 4 is a diagram illustrating a link character display screen 80. [Figure 14] FIG. 13 is a diagram illustrating a link character change screen 90. [Figure 15] 11A and 11B are diagrams for explaining the correspondence relationship between the total value of link points and the content of status correction. [Figure 16] FIG. 13 is a diagram for explaining the generation of effects that crystals have. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[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] The game providing server 10 is configured as a general computer and, as shown in FIG. 1, comprises a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (memory device) 15, with each of these components being 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 stores a player information table 151 that manages information about players of a game, a first object information table 152 that manages information about a first object in the game, a second object information table 153 that manages information about a second object in the game, a player-specific first object management table 154 that manages information on a first object basis for each player, a player-specific second object management table 155 that manages information on a second object basis for each player, a task information table 156 that manages information on tasks in the game, and a player-specific task management table 157 that manages information on task basis for each player. In addition, for example, the storage 15 stores a game program 40 according to one embodiment of the present invention. The program 40 is a program for causing 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 game program 40 may be configured to be executed on the player terminal 30 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] 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, with each of these components being 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, functions of the game providing server 10 of this embodiment will be described. The computer processor 11 of the server 10 is configured to function as a basic 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 game program 40) loaded into the main memory 12, as shown in FIG.

[0028] The basic function control unit 111 is configured to execute various processes related to the control of the basic functions of the game. For example, the basic function control unit 111 transmits screen data and control data of various screens related to the basic functions to the player terminal 30, executes various processes in response to an 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. The basic functions controlled by the basic 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 control the progress of the game based at least on a party including a plurality of first objects. A party is typically configured by a portion of a plurality of first objects available to a player (e.g., first objects owned by a player). A party is a unit for progressing the game, and may be called, for example, a deck or a team. The first object is one of the elements used in the game, and includes various types of electronic and virtual objects according to the design of the game. For example, the first object may be configured as a character. For example, the game progress control unit 112 is configured to control the progress of the game based at least on the values ​​of various parameters of each of the plurality of first objects included in the party.

[0031] Moreover, the game progress control unit 112 is configured to control the progress of the game based at least on the value of a first parameter possessed by a second object associated with a party. In this embodiment, the value of the first parameter possessed by a second object is determined based at least on a first object associated with the second object. The first object associated with a second object may be a first object included in a party, or may be a first object not included in a party. The value of the first parameter is managed, for example, in a second object management table 155 for each player. The second object is one of the elements used in a game, and includes various types of electronic and virtual objects according to the design of the game. For example, the second object may be configured as a specific item.

[0032] In this manner, the game providing server 10 in this embodiment controls the progress of the game based on the value of the first parameter of the second object associated with the party including a plurality of first objects, and the value of the first parameter is determined based on the first object associated with the second object. As a result, in addition to the first object such as a character included in the party, the first object associated with the second object affects the progress of the game, so that it becomes possible to utilize the first object not included in the party. In other words, the game providing server 10 promotes the use of many characters in a game using a party including a plurality of characters.

[0033] In this embodiment, the game progress control unit 112 may be configured to generate a predetermined effect based at least on the value of the first parameter when controlling the progress of the game. The predetermined effect includes various effects that may affect the progress of the game, and may include, for example, an effect (sometimes called a buff) of correcting (for example, strengthening) the values ​​of various parameters of the party and / or the first object included in the party. For example, the game progress control unit 112 may be configured to determine the type and / or magnitude (degree) of the predetermined effect to be generated based at least on the value of the first parameter, and may be configured to, for example, increase the degree of the predetermined effect as the value of the first parameter increases (or decreases).

[0034] In this embodiment, the game progress control unit 112 may be configured to set a first object selected (automatically by the server 10 or manually by the player) from among a plurality of first objects (for example, a first object owned by the player, or a plurality of predetermined first objects, etc.) as a first object included in the party. For example, the game progress control unit 112 is configured to transmit screen data and control data of a screen for setting a first object included in the party to the player terminal 30, and to set a first object selected by the player via the screen displayed on the player terminal 30 as a first object included in the party. Such a configuration may provide the player with the fun of setting a first object included in the party.

[0035] Furthermore, the game progress control unit 112 may be configured to set a first object selected (automatically by the server 10 or manually by the player) from among a plurality of first objects (for example, a first object owned by the player, or a plurality of predetermined first objects, etc.) as a first object to be associated with a second object. For example, the game progress control unit 112 is configured to transmit screen data and control data of a screen for setting a first object to be associated with a second object to the player terminal 30, and to set a first object selected by the player via the screen displayed on the player terminal 30 as a first object to be associated with a second object. Such a configuration may provide the player with the fun of setting a first object to be associated with a second object.

[0036] Furthermore, the game progress control unit 112 may be configured to, when setting a first object to be associated with a second object, set a first object selected from a plurality of first objects having the same predetermined classification value as the second object as the first object to be associated with the second object. The predetermined classification values ​​of the first object and the second object may be managed, for example, in the first object information table 152 and the second object information table 153, respectively. Such a configuration may promote the use of first objects having the same predetermined classification value.

[0037] Furthermore, the game progress control unit 112 may be configured to generate a predetermined effect based at least on the value of the first parameter of a first object that has the same value of the predetermined classification as a second object associated with the party, among multiple first objects included in the party. Such a configuration may promote the use of first objects that have the same value of the predetermined classification.

[0038] In this embodiment, the second object to be associated with the party may be selected from a plurality of second objects (for example, a second object owned by the player, or a plurality of predetermined second objects, etc.). That is, the game progress control unit 112 may be configured to set a second object selected from a plurality of second objects (automatically by the server 10 or manually by the player) as a second object to be associated with the party. For example, the game progress control unit 112 is configured to transmit screen data and control data of a screen for setting a second object to be associated with the party to the player terminal 30, and set a second object selected by the player via the screen displayed on the player terminal 30 as a second object to be associated with the party. Such a configuration may provide the player with fun in setting a second object to be associated with the party.

[0039] In this embodiment, the value of the first parameter may be configured to be determined based at least on the situation (state) of the first object associated with the second object. The situation / state of the first object may include various parameters. For example, the game progress control unit 112 may be configured to manage the achievement status of a task associated with the first object, in which case the value of the first parameter may be determined based at least on the achievement status of a task associated with the first object associated with the second object (for example, the more the number of tasks that are accomplished, the stronger the first parameter). A task may be called a mission, a task, a quest, or the like, and is typically accomplished according to the progress of the game. In addition, the correspondence between the task and the first object associated with the task may be managed, for example, in the task information table 156. For example, the game progress control unit 112 is configured to manage the achievement status of each player's task, such as whether or not the task has been accomplished, and the progress toward the achievement. The achievement status of each player's task may be managed in the per-player task management table 157. This configuration enables the value of the first parameter to be updated through the achievement of a task associated with the first object.

[0040] Furthermore, the status / condition of the first object may include, for example, the level or favorability of the first object, and the value of the first parameter may be determined based on these values.

[0041] In the present embodiment, a plurality of first objects may be associated with one second object. In this case, the value of the first parameter is determined based on at least the plurality of first objects associated with the second object. This configuration promotes the use of a greater number of first objects.

[0042] In this embodiment, the progress of the game may be controlled based on the value of the first parameter of the second object as well as the value of another parameter of the second object. That is, the game progress control unit 112 may be configured to control the progress of the game based on at least the value of the second parameter of the second object associated with the party as well as the value of the first parameter of the second object associated with the party. In this case, the second parameter may be configured to be strengthened (for example, the value of the parameter increases) in response to the use of a predetermined item. Also, for example, the second parameter may be strengthened by the number of uses of the party associated with the corresponding second object, the progress of the game, consumption of a specific point, or the like. Such a configuration may provide the player with the enjoyment of strengthening the second parameter through the use of a predetermined item or the like.

[0043] Next, a specific example of the game providing server 10 of this embodiment having such functions will be described. In this specific example, the game providing server 10 provides an RPG in which a party made up of a plurality of characters fights against an enemy character. The RPG in this example has a plurality of stages, and each stage is made up of a plurality of areas. When the player defeats an enemy character that appears in each area, the player can proceed to the next area, and when the player defeats the enemy character (e.g., a boss character) in the last area, the stage is cleared. Note that this example is merely an example of the game in this embodiment, and various aspects of the embodiment of the present invention are not limited to this.

[0044] 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., "party information" which is information about the party used by the player in the game, "owned item information" which is information about items owned by the player, and "owned skill information" which is information about skills owned by the player, in association with a "player account" which identifies an individual player.

[0045] In this example, the party is made up of five characters (first objects), and the party information in the player information table 151 includes a character ID that identifies each character that makes up the party. Also, in this example, one crystal (second object) for supporting the party can be set in the party, and the party information includes a crystal ID that identifies the crystal set in the party. Note that, although this example is configured so that only one party can be set for one player, in other examples of this embodiment, it may be configured so that multiple parties can be set for one player.

[0046] The owned item information includes information that can identify an item owned by a player (e.g., an item ID). The owned skill information includes information that can identify a skill owned by a player (e.g., a skill ID). In this example, a player can obtain an item or skill as various rewards such as a reward for clearing a stage, by exchanging it for a value such as coins, or by drawing lots (gacha).

[0047] 3 illustrates information managed by first object information table 152 in this example. First object information table 152 in this example manages information related to characters in a game, and as shown in the figure, manages information such as "basic information" including names, "attributes," and "series" (predetermined classification) in association with a "character ID" that identifies an individual character. The attributes are set to one of a number of predetermined values ​​such as fire, ice, lightning, and poison.

[0048] The characters are those that appear in a particular serialized game that is the motif of the RPG in this example, and the series in table 152 is set with a value that corresponds to the series in which the corresponding character appears.

[0049] 4 illustrates information managed by second object information table 153 in this example. Second object information table 153 in this example manages information about crystals in the game, and as shown in the figure, manages information such as "basic information" including the name, and "series" in association with a "crystal ID" that identifies an individual crystal. In this example, one crystal is prepared for each series in the above-mentioned specific game that is the motif of the RPG, and table 153 manages information about each of the crystals in a number corresponding to the number of series. A value corresponding to the series of the crystal is set in the series of table 153.

[0050] FIG. 5 illustrates information managed by the per-player first object management table 154 in this example. The per-player first object management table 154 in this example manages information about characters owned by each player, and as illustrated, manages information such as "experience value", "level" which increases stepwise as the experience value increases, "status information" which is information about status including values ​​of various parameters such as HP, attack power, and defense power, "equipment item information" which is information about items (weapons and armor, etc.) equipped by the corresponding character, and "equipment skill information" which is information about skills (magic, etc.) equipped by the corresponding character, in association with a combination of "player account" which identifies an individual player and "character ID" which identifies an individual character. In this example, the player can acquire characters at various times, for example, can acquire characters as various rewards such as a reward for clearing a stage, can acquire characters by exchanging them for a value such as coins, or can acquire characters by lottery (gacha). In this example, characters included in a party acquire experience value in response to clearing a stage. In addition, the character may acquire experience points by using a specific item. When the character levels up in response to an increase in experience points, the character's status is improved.

[0051] 6 illustrates information managed in this example by the per-player second object management table 155. In this example, the per-player second object management table 155 manages information on a crystal-by-crystal basis for each player, and as shown in the figure, manages information such as "experience points," "level" which increases stepwise as experience points increase, "status information" which is information on status (second parameters) including values ​​of various parameters such as HP, attack power, and defense power, "effect information" which is information on effects possessed by crystals, "link character information," and "link points (total value)" (first parameters), in association with a combination of a "player account" which identifies an individual player and a "crystal ID" which identifies an individual crystal.

[0052] In this example, the player already owns all of the crystals (a number of crystals corresponding to the number of series of the specific game that is the motif), but some or all of these crystals may be acquired (made available / released) depending on the fulfillment of certain conditions.

[0053] In this example, the crystal acquires experience points by using a specific item to strengthen the crystal. The player can acquire the item as various rewards such as a reward for clearing a stage, by exchanging it for a value such as coins, or by lottery (gacha). When the crystal level-up according to the increase in experience points, the crystal's status is strengthened.

[0054] In this example, one or more characters can be associated with a crystal as a "link character," and the link character information in table 155 includes a character ID that identifies each link character. Link points, which will be described in more detail below, are parameters that are determined based on the progress of a task (mission) associated with a link character.

[0055] 7 illustrates information managed by task information table 156 in this example. Task information table 156 in this example manages information related to tasks (missions) in the game, and as shown in the figure, manages information such as a "mission ID" that identifies an individual mission, an "associated character ID" that identifies the character with which the mission is associated, an "assigned points number" that indicates the number of mission points that are granted to the player in response to the completion of the mission, and a "mission content" that is the content of the mission.

[0056] In this example, the content of the mission is related to the associated character, and includes, for example, raising the character's level to a predetermined value, using a predetermined number of items on the character, and the like.

[0057] 8 illustrates information managed by per-player task management table 157 in this example. Per-player task management table 157 in this example manages information on a mission-by-mission basis for each player, and as shown in the figure, manages information such as "achievement status" in association with a combination of a "player account" that identifies an individual player and a "mission ID" that identifies an individual mission. In this example, the achievement status is set to a value that corresponds to whether or not a mission has been accomplished.

[0058] 9 illustrates a party setting screen 50 displayed on the player terminal 30. The screen 50 is a screen for the player to set up a party, and as shown in the figure, has a character list display area 52 that displays a list of five characters included in the party, a crystal display area 54 that displays the crystals set in the party, and an automatic button 56 located in the upper right corner of the screen. The automatic button 56 is an object for automatically (by the server 10) selecting the five characters to be included in the party.

[0059] In the character list display area 52, five individual display areas 53, each of which displays information about an individual character, are arranged vertically. Fig. 10 illustrates the details of the individual display area 53. As shown in the figure, the area 53 displays the name, level, HP, etc. of the corresponding character, and has an image display area 531 that displays an image of the character, an equipment item setting area 532 for setting items to be equipped to the character, and an equipment skill setting area 533 for setting skills to be equipped to the character.

[0060] When the image display area 531 is selected, a list of characters owned by the player is displayed, and the player can change the characters included in the party by selecting a desired character from the displayed list of characters. As the characters included in the party are changed, the display content in the individual display area 53 is updated, and the party information in the player information table 151 is updated.

[0061] In the equipment item setting area 532, three individual display areas 5321, each corresponding to an individual item, are arranged side by side in the left-right direction. The individual display area 5321 displays an image of the corresponding item, and when the area 5321 is selected, a list of items that can be equipped by the corresponding character is displayed, and the player can change the item equipped by the corresponding character by selecting a desired item from the displayed list. As the item equipped by the character is changed, the display content in the equipment item setting area 532 is updated, and the equipment item information in the per-player first object management table 154 is updated.

[0062] Similarly, the equipment skill setting area 533 has two individual display areas 5331 arranged side by side in the left-right direction, each of which corresponds to an individual skill. The individual display area 5331 displays an image of the corresponding skill, and when the area 5331 is selected, a list of skills that can be equipped by the corresponding character is displayed, and the player can change the skill equipped by the corresponding character by selecting a desired skill from the displayed list. As the skill equipped by the character is changed, the display content in the equipment skill setting area 533 is updated, and the equipment skill information in the per-player first object management table 154 is updated.

[0063] Returning to the party setting screen 50 in Fig. 9, the crystal display area 54 displays information (image, name, etc.) about the crystal that has been set for the party. When the crystal display area 54 is selected, a crystal setting screen 60, as shown in Fig. 11, is displayed on the player terminal 30. As shown in the figure, the screen 60 has a crystal information display area 62 that displays information about the crystal that has been set, a list display area 64 that displays a list of multiple crystals, and an enter button 66.

[0064] As shown in FIG. 11, the crystal information display area 62 displays the status (HP, attack power, defense power, magic power, mental strength, agility, etc.), image, level, etc. of the crystal. As shown in the figure, the list display area 64 has a plurality of individual display areas 641 arranged in a lattice pattern, each of which displays information about an individual crystal. In addition, in the list display area 64, a circular setting object 642 marked with "E" is arranged in the individual display area 641 corresponding to the crystal set in the party at that time. When any of the plurality of individual display areas 641 displayed in the list display area 64 is selected by a single tap operation, the crystal corresponding to the selected area 641 is set in the party instead of the crystal set at that time, and the display content in the crystal information display area 62 is updated. Then, when the confirm button 66 is selected, the crystal setting is confirmed, and the party information in the player information table 151 is updated.

[0065] Furthermore, when any of the multiple individual display areas 641 displayed in the list display area 64 is selected by a long tap operation, a crystal details screen 70 as shown in Fig. 12 is displayed on the player terminal 30. As shown in the figure, the screen 70 displays information (corresponding image, level, status, etc.) relating to the corresponding crystal (the crystal corresponding to the individual display area 641 selected by the long tap operation), and has an effect display area 72 that displays the effect of the crystal, a link character display area 76 that displays the link character that is the character associated with the crystal, and a close button 78. The effect display area 72 displays information (for example, a corresponding image, etc.) relating to the effect of the crystal.

[0066] The link character display area 76 displays information (corresponding image and link point (e.g., 100%)) relating to each of the five link characters that have been set. When a long tap operation is performed on the link character display area 76, a link character display screen 80 as shown in FIG. 13 is displayed on the player terminal 30. As shown in the figure, the screen 80 has a link character information display area 82 that displays information about the link character that has been set, a mission list display area 84 that displays a list of missions associated with the character selected in the area 82, a close button 86, and a change button 88 located in the upper right corner of the screen.

[0067] In link character information display area 82, five image display areas 821, each displaying an image of an individual link character, are arranged side by side in the left-right direction, and the link points of the corresponding characters are displayed below the areas 821. In addition, link character information display area 82 displays the total value of the link points of the five link characters ("420%" in the example of FIG. 13).

[0068] In the mission list display area 84, a plurality of individual display areas 841, each of which displays information about an individual mission, are arranged vertically. The area 841 displays the number of points awarded for the corresponding mission and the content of the mission. In addition, in the individual display area 841 corresponding to a completed mission among these missions, a completed object 842 displaying "CLEAR!" is arranged on the right edge.

[0069] When any one of the five image display areas 821 in the link character information display area 82 is selected, the display content in the mission list display area 84 switches to information about the mission associated with the link character corresponding to the selected area 821.

[0070] Here, the link points of each character will be described. In this example, the link points of a character are determined based on the total value of the mission points granted in response to the achievement of the missions associated with the character. Specifically, in this example, when the total value of the mission points is 100 points or less, the total value of the mission points is used as the value of the link points as it is, and when the total value of the mission points exceeds 100 points, the value of the link points is uniformly maintained at 100%. In other words, in this example, the link points are defined as the ratio (progress rate) of the current total value of the mission points to the target value of the total value of the mission points, which is "100 points". For example, in the example of FIG. 13, the number of points granted to the six missions that have been achieved is 40 points, 10 points, 10 points, 5 points, 5 points, and 10 points, respectively, so the total value of these, which is 80 points, is used as it is, and the value of the link points is 80%.

[0071] The change button 88 is an object for changing the link character. When the button 88 is selected, a link character change screen 90, as shown in FIG. 14, is displayed on the player terminal 30. As shown in the figure, the screen 90 has a link character display area 92 that displays the link character set at that time, a character list display area 94 that displays a list of characters that can be set as link characters, and a confirm button 96. In this example, the characters that can be set as Crystal's link characters, which are displayed in the character list display area 94, are characters from the same series as the Crystal, and include both characters that are included in the party and characters that are not included in the party. However, in other examples of this embodiment, the characters that can be set as link characters are limited to characters that are not included in the party, and characters that are included in the party may be excluded.

[0072] Five image display areas 921, each of which displays an image of an individual link character, are arranged in the left-right direction in the link character display area 92. In addition, below each area 921, the link point of the corresponding link character is displayed.

[0073] A plurality of image display areas 941, each of which displays an image of an individual character, are arranged in a grid pattern in the character list display area 94. Also, the link points of the corresponding characters are displayed below the areas 941. Also, in the character list display area 94, a circular set object 942 marked with "E" is placed in the area 941 corresponding to the character currently set as the link character.

[0074] When any of areas 921 displayed in link character display area 92 is selected, and then any of areas 941 displayed in character list display area 94 is selected, the link character is changed (replaced), and specifically, the character corresponding to the selected area 941 is set as a new link character in place of the link character corresponding to the selected area 921. Then, when the enter button 96 is selected, the change of the link character is confirmed, and the link character information in per-player second object management table 155 is updated.

[0075] Here, the effect of the crystal in this example will be explained. In this example, the crystal exerts its effect on characters in the party who are of the same series as the crystal. The effect includes, for example, "adding 10% of the crystal's HP to the character's HP." The effect also includes, for example, "adding 20% ​​of the crystal's attack power to the character's attack power." In this way, the effect of the crystal includes an effect whose magnitude (degree of effect) is determined based on the crystal's status (HP, attack power, etc.).

[0076] In this example, the status of the crystal is corrected based on the total value of the link points of the five link characters of the crystal. FIG. 15 is a diagram for explaining the correspondence between the total value of the link points and the content of the status correction. As shown in the figure, for example, if the total value of the link points of the five link characters is within the range of "0 to 349%", no status correction is performed, and if the total value of the link points is within the range of "350 to 399%, the values ​​of various parameters included in the status are corrected to "1.2 times". Similarly, if the total value of the link points is within the range of "400 to 449%, the values ​​are corrected to "1.4 times", if the total value of the link points is within the range of "450 to 499%, the values ​​are corrected to "1.6 times", and if the total value of the link points is "500%, the values ​​are corrected to "1.8 times". When displaying the status of the crystal on the crystal setting screen 60 and / or the crystal details screen 70, the values ​​before and after such correction based on the total value of the link points may be displayed.

[0077] For example, if the attack power of a crystal is "100," the above-mentioned effect of "adding 20% ​​of the crystal's attack power to the character's attack power" will have the effect of "adding 20 (=100 x 0.2) to the character's attack power" if the crystal's status correction based on the total number of link points is not taken into account, but if the status correction (1.4 times) is taken into account when the total number of link points is 420%, the effect will be "adding 28 (=100 x 1.4 x 0.2) to the character's attack power." In this way, the total number of link points can be said to be a parameter that strengthens the effects of the crystal.

[0078] FIG. 16 is a diagram for explaining the generation of the effect of a crystal. As shown in the figure, the effect of a crystal set in a party is generated for characters included in the party who are in the same series as the crystal (characters in "Series II" in the example of FIG. 16). In addition, the link characters set in a crystal are characters who are in the same series as the crystal, and the status of the crystal is corrected (buffed) by the total value of the link points of these link characters. As described above, the effect of the crystal is strengthened as the status of the crystal is strengthened, so even if the link character is not included in the party, the link character will contribute to the battle against the enemy character through the effect of the crystal on the characters included in the party.

[0079] Battles with enemy characters are controlled based on a comparison of the status of each character included in the party and the enemy character. For example, when an ally character included in the party attacks an enemy character, damage based on a comparison of the status is inflicted on the enemy character, and when an enemy character attacks an ally character, similar damage is inflicted on the ally character. If the party defeats all enemy characters (reducing their HP to 0), the party wins, but if the HP of all characters included in the party reaches 0 before all enemy characters are defeated, the party loses.

[0080] In the above example, the crystal is configured as an item for supporting characters of the same series among the characters included in the party, but in addition to such crystals, an item configured to support characters of the same attribute among the characters included in the party (for example, to generate a predetermined effect) may be applied. In this case, the party may be set to either an item that supports characters of the same attribute or a crystal (only one of them can be set). This configuration improves the strategic nature of using items that support characters based on their series and items that support characters based on their attributes.

[0081] In the above example, the link point value of a character is determined based on the completion status of the task associated with the character, however, the task completion status is an example, and in other examples of this embodiment, the link point value is determined based on various other situations / conditions of the character, for example, the link point value may be determined based on at least a part of the character's status (for example, the higher the character's level, likability, etc. parameters, the higher the link point value).

[0082] The game providing server 10 according to the present embodiment described above controls the progress of the game based on the value of a first parameter (e.g., the total value of link points) of a second object (e.g., a crystal) associated with a party including a plurality of first objects (e.g., characters), and the value of the first parameter is determined based on the first object associated with the second object (e.g., determined based on the achievement status of a mission related to the link character). As a result, in addition to the first object such as a character included in the party, the first object associated with the second object affects the progress of the game, so that it becomes possible to utilize a first object not included in the party. In other words, the game providing server 10 promotes the use of many characters in a game using a party including a plurality of characters.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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]

[0087] 10 Game provider server 11. Computer Processors 111 Basic function control section 112 Game progress control unit 15. Storage 151 Player Information Table 152 First Object Information Table 153 Second Object Information Table 154 Player-specific first object management table 155 Player-specific second object management table 156 Task Information Table 157 Player-specific task management table 30 Player terminal 40 Game Program 50 Party setting screen 60 Crystal setting screen 70 Crystal Details Screen 80 Link character display screen 90 Link character change screen

Claims

1. A program for providing a game, comprising: executing a step of controlling progress of the game based at least on a party including a plurality of first objects; the step of controlling the progress of the game includes controlling the progress of the game based at least on a value of a first parameter of a second object associated with the party, the value of the first parameter being determined based at least on a first object associated with the second object; program.

2. The step of controlling the progress of the game includes generating a predetermined effect based at least on a value of the first parameter. The program of claim 1.

3. causing the computer to further execute a step of setting a first object selected from a plurality of first objects as a first object included in the party; The program of claim 1 or 2.

4. The method further causes the computer to execute a step of setting a first object selected from a plurality of first objects as a first object to be associated with the second object.

4. The program according to claim 1.

5. the step of setting a first object to be associated with the second object includes setting a first object selected from a plurality of first objects having the same value of a predetermined classification as the second object as the first object to be associated with the second object; The program of claim 4.

6. the step of controlling the progress of the game includes generating a predetermined effect based at least on a value of the first parameter of a first object, the first object having the same value of the predetermined classification as the second object, among a plurality of first objects included in the party; The program of claim 5.

7. causing the computer to further execute a step of setting the second object selected from a plurality of second objects as the second object to be associated with the party; 7. The program according to claim 1.

8. a value of the first parameter is determined based at least on a state of a first object associated with the second object; 8. The program according to claim 1.

9. The computer further executes a step of managing the progress of an assignment associated with the first object; The value of the first parameter is determined based at least on a progress status of a task associated with a first object associated with the second object. The program of claim 8.

10. a value of the first parameter is determined based at least on a plurality of first objects associated with the second object; 10. The program of claim 1.

11. the step of controlling the progress of the game includes controlling the progress of the game based on at least a value of a second parameter possessed by the second object in addition to a value of the first parameter possessed by the second object; The second parameter is enhanced in response to the use of a predetermined item.

11. The program of any one of claims 1 to 10.

12. A system for providing a game, comprising one or more computer processors, comprising: The one or more computer processors, in response to execution of the readable instructions, Controlling the progress of the game based at least on a party including a plurality of first objects; the step of controlling the progress of the game includes controlling the progress of the game based at least on a value of a first parameter of a second object associated with the party, the value of the first parameter being determined based at least on a first object associated with the second object; system.

13. 1. A method for providing a game, executed by one or more computers, comprising: controlling progress of the game based at least on a party including a plurality of first objects; the step of controlling the progress of the game includes controlling the progress of the game based at least on a value of a first parameter of a second object associated with the party, the value of the first parameter being determined based at least on a first object associated with the second object; method.

Citation Information

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