Computer system, game system, and program
The computer system enhances player engagement in cooperative games by allowing residual item usage evaluation and benefit granting, addressing the disparity in contribution and enjoyment among players of varying skill levels.
Patent Information
- Application Number
- JP2024191669
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-31
- Publication Date
- 2025-01-24
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
In cooperative games where players have varying skill levels, lower-skilled players may struggle to contribute effectively, leading to a lack of engagement, while higher-skilled players may feel unsupported, diminishing their enjoyment.
A computer system that allows players to attach items used against enemy characters as residual items, evaluating their usage and granting benefits based on these interactions, enabling all players to contribute and enhancing engagement.
This system stimulates player engagement by allowing all players to contribute to the game, regardless of skill level, through benefits awarded for using residual items, thereby increasing overall enjoyment.
Smart Images

Figure 2025013409000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer system for controlling the execution of a game. [Background technology]
[0002] Games in which multiple players cooperate to play are known. For example, Patent Document 1 discloses a game in which players cooperate to develop a city. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-513 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, games in which players cooperate with each other have various problems. For example, in a game in which multiple players progress as a team (also called a group or guild), there may be differences in the playing levels of the players in the team. In such a case, a problem may arise in which players with a low playing level are unable to contribute much to the game and find it difficult to enjoy it. Also, for players with a high playing level, a problem may arise in which they feel that they are receiving little support or cooperation from their allies, and are therefore unable to enjoy the excitement of the game.
[0005] An object of the present invention is to provide technology that realizes a mechanism that enables any player to contribute to a game played cooperatively by multiple players, thereby stimulating players' enthusiasm for the game. [Means for solving the problem]
[0006] A first invention for solving the above problem is a computer system (e.g., server system 1100 in FIG. 1) that controls the execution of a game in which multiple players operate their own player characters to fight against an enemy character, the computer system comprising: attachment control means (e.g., attachment control unit 231 in FIG. 13) that performs display control of attaching an item used by a first player against the enemy character to the enemy character as a remaining item; utilization evaluation means (e.g., utilization evaluation unit 235 in FIG. 13) that determines whether or not the remaining item was used in an attack action against the enemy character by a second player and performs a utilization evaluation of the remaining item; and granting control means (e.g., granting control unit 241 in FIG. 13) that controls granting a benefit to the first player and / or the second player based on the result of the utilization evaluation.
[0007] According to the first invention, when a first player uses an item against an enemy character, the item becomes a remaining item and is displayed in association with the enemy character. Then, it is judged and evaluated whether a second player used the remaining item in the attack action of the enemy character. Therefore, for example, even if a player with a low play level among multiple players who are playing cooperatively uses an item against an enemy character during the game, the item may remain as a remaining item, and the use of this remaining item becomes the subject of evaluation. Then, the player can earn a benefit according to the result of the evaluation of the use of the remaining item that he / she left in this way. Also, even a player with a high play level can earn a benefit by having another player use the remaining item that he / she used. Alternatively, the player can earn a benefit by using the remaining item. Therefore, it is possible to realize a mechanism that allows any player to contribute to the game, and to stimulate the player's desire to play the game.
[0008] A second aspect of the present invention is the computer system according to the first aspect of the present invention, wherein the grant control means variably controls the grant of the privilege in accordance with a given privilege granting condition based on a result of the utilization evaluation.
[0009] According to the second aspect of the present invention, the benefit given to the player can be changed based on the result of the usage evaluation.
[0010] Further, a third invention is a computer system for controlling the execution of a game in which a plurality of players operate their own player characters to battle an enemy character, the computer system comprising: an attachment control means for performing display control for attaching an item used by a first player against the enemy character to the enemy character as a remaining item; a utilization evaluation means for determining whether or not the remaining item was used in an attack action by a second player against the enemy character and performing a utilization evaluation of the remaining item; and a notification control means (e.g., a notification control unit 243 in FIG. 13) for performing notification control to the first player based on the result of the utilization evaluation.
[0011] According to the third invention, when a first player uses an item against an enemy character, the item becomes a remaining item and is displayed in association with the enemy character. Then, a determination and evaluation is made as to whether a second player used the remaining item in an attack action against the enemy character. Then, a notification according to the result of the utilization evaluation is given to the first player. According to this, as in the first invention, a mechanism is realized that allows any player to contribute to the game, and it is possible to stimulate players' enthusiasm for the game.
[0012] A fourth invention is a computer system of any of the first to third inventions, wherein the item is a weapon item that inflicts damage on the enemy character, and the attachment control means controls the weapon item that the first player hits the enemy character to be attached as the remaining item to a position based on the hit position.
[0013] According to the fourth aspect of the present invention, when a first player hits an enemy character with a weapon item, the weapon item can be attached as a remaining item to a position based on the hit position. Therefore, when a second player uses a weapon item that is a remaining item, the first player can obtain a benefit according to the evaluation result, or can receive a notification according to the evaluation result.
[0014] In addition, a fifth invention is a computer system of the fourth invention, in which the utilization evaluation means determines that the second player has used the remaining item to cause damage to the enemy character as a first utilization mode of the remaining item, and performs the utilization evaluation.
[0015] According to the fifth aspect of the present invention, when a player damages an enemy character by using a remaining item, the remaining item can be regarded as having been used and its use can be evaluated.
[0016] In a sixth aspect of the present invention, there is provided a combination attack determination means (e.g., a combination attack determination unit 249 in FIG. 13) for determining an attack by the second player as a combination attack in combination with the remaining item when the remaining item is within a predetermined range based on a hit position where the second player hits the enemy character with a weapon item, In the computer system of any one of the first to fifth aspects of the present invention, the utilization evaluation means performs the utilization evaluation by determining that the coordinated attack has been established as a second utilization mode of the remaining item.
[0017] According to the sixth aspect of the present invention, when a player performs a coordinated attack in coordination with a remaining item, the remaining item can be regarded as having been used and its use can be evaluated.
[0018] A seventh invention is a computer system of any of the first to sixth inventions, in which the remaining item can be used as a hook when the player character moves, and the utilization evaluation means determines that the second player has used the remaining item as the hook as a third utilization mode of the remaining item and performs the utilization evaluation.
[0019] According to the seventh aspect of the present invention, when a remaining item is used as a hook portion when moving the player character, the remaining item can be regarded as having been used and its use can be evaluated.
[0020] An eighth invention is a computer system of any of the first to seventh inventions, wherein the items are capable of being synthesized or combined with other items (hereinafter referred to as "synthesis, etc."), and the utilization evaluation means determines that the second player has synthesized, etc., the second player's item with the remaining item as a fourth utilization mode of the remaining item, and performs the utilization evaluation.
[0021] According to the eighth aspect of the present invention, when an item owned by a player is synthesized or combined with a remaining item, the remaining item can be regarded as having been used and its usage can be evaluated.
[0022] In addition, a ninth invention is a computer system of any of the first to eighth inventions, comprising a first usage total evaluation means (e.g., the usage total evaluation unit 237 of Figure 13) that, for each of the multiple players, total evaluates the usage of the remaining items related to that player using at least one of the number of times that that player has used the remaining items as the second player, the usage manner, and the amount of damage inflicted on the enemy character by the attack action related to that usage.
[0023] In addition, a tenth invention is a computer system of any of the first to ninth inventions, in which the associated control means has an extinction control means for controlling the extinction of the remaining item when an extinction condition set for the remaining item is satisfied, and is equipped with a second total usage evaluation means for each of the multiple players, which evaluates in total the usage of the remaining item related to that player using the remaining time until the remaining item used by that player as the first player is extinguished.
[0024] According to the ninth or tenth aspect of the present invention, the use of the remaining items by each player as the second player can be comprehensively evaluated.
[0025] In addition, an eleventh invention is a computer system of any of the first to tenth inventions, comprising a utilization total evaluation means (e.g., a utilization total evaluation unit 239 in FIG. 13) for evaluating, for each of the multiple players, the utilization of the remaining items related to the player using at least one of the number of times that the remaining items attached to the enemy character by the player as the first player have been used by another player as the second player, the manner of utilization, and the amount of damage inflicted on the enemy character by an attack action related to the utilization.
[0026] According to the eleventh aspect of the present invention, the utilization of the remaining items, which are the items used by the first player, can be comprehensively evaluated for each player.
[0027] In addition, a twelfth invention is a computer system of any of the first to eleventh inventions, in which attributes are defined for the items, and which is equipped with a display mode change control means (e.g., the display mode change control unit 247 in Figure 13) that variably controls the display mode of the remaining items according to the attributes of the remaining items.
[0028] According to the twelfth aspect of the present invention, it is possible to change the display mode of a remaining item according to the attribute of the remaining item.
[0029] Further, a 13th invention is a computer system of the 12th invention, wherein the display mode change control means variably controls the display mode of the remaining item according to a given attribute compatibility based on the attributes of the remaining item and the attributes of the second player's item used by the second player, and the utilization evaluation means performs a utilization evaluation of the remaining item using the remaining item and the second player's item used by the second player.
[0030] According to the thirteenth aspect of the present invention, if the attributes of the remaining item and the attributes of the item used by the second player are compatible with each other, it is possible to change the display mode of the remaining item. The corresponding remaining item is displayed in a manner that makes it distinguishable from others and stands out. In addition, the remaining item and the item of the second player can be used to evaluate the use of the remaining item. For example, in the above example, it is possible to reflect whether the attributes of the remaining item are compatible with the attributes of the item of the second player in the evaluation of the use of the remaining item.
[0031] In addition, a 14th invention is a computer system of any of the 1st to 13th inventions, which includes a setting means (e.g., an intimacy setting unit 245 in Figure 13) for setting an intimacy between players, and the usage evaluation means performs the usage evaluation based on the intimacy between the first player and the second player.
[0032] According to the fourteenth aspect of the present invention, the intimacy between the first player and the second player can be reflected in the evaluation of the use of the remaining items by the second player. For example, it is possible to highly evaluate the use of the remaining items left by a player with a high intimacy. Of course, conversely, the use of the remaining items left by a player with a low intimacy may be highly evaluated.
[0033] A fifteenth aspect of the present invention is the computer system according to the fourteenth aspect of the present invention, wherein the setting means updates the degree of intimacy between the first player and the second player based on a result of the utilization evaluation.
[0034] According to the fifteenth aspect of the present invention, by using each other's remaining items, it becomes possible to increase the degree of intimacy between players.
[0035] A sixteenth aspect of the present invention is a game system (e.g., game system 1000 in FIG. 1) in which a player terminal of each player (e.g., player terminal 1500 in FIG. 1) is communicatively connected to a server system (e.g., server system 1100 in FIG. 1), which is a computer system of any of the first to fifteenth aspects of the present invention.
[0036] According to the sixteenth aspect of the present invention, it is possible to realize a game system that provides the same effects as any one of the first to fifteenth aspects of the present invention.
[0037] Further, a seventeenth invention is a program for causing a computer system to control the execution of a game in which a plurality of players operate their own player characters to battle an enemy character, the program causing the computer system to function as an attachment control means for performing display control for attaching an item used by a first player against the enemy character to the enemy character as a remaining item, a utilization evaluation means for determining whether or not the remaining item was used in an attack action by a second player against the enemy character and performing a utilization evaluation of the remaining item, and an awarding control means for controlling the awarding of a benefit to the first player and / or the second player based on the result of the utilization evaluation (e.g., game program 504 in FIG. 19).
[0038] According to the seventeenth aspect of the present invention, it is possible to realize a program that provides the same effects as the first aspect of the present invention.
[0039] Further, an 18th invention is a program for causing a computer system to control the execution of a game in which a plurality of players operate their own player characters to battle an enemy character, the program causing the computer system to function as an attachment control means for performing display control to attach an item used by a first player against the enemy character as a remaining item to the enemy character, a utilization evaluation means for determining whether or not the remaining item was used in an attack action by a second player against the enemy character and performing a utilization evaluation of the remaining item, and a notification control means for performing notification control to the first player based on the result of the utilization evaluation (e.g., game program 504 in FIG. 19).
[0040] According to the eighteenth aspect of the present invention, a program that provides the same effects as the third aspect of the present invention can be realized. [Brief description of the drawings]
[0041] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system. [Diagram 2] FIG. 2 is a diagram showing an example of the device configuration of a player terminal. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 13 is a diagram showing an example of a weapon item. [Diagram 5] FIG. 4 is a diagram showing an example of the data configuration of parameter setting data. [Figure 6] FIG. 13 is a diagram showing an example of accompanying control of remaining items. [Figure 7] FIG. 13 is a diagram showing an example of a game screen for explaining the use of a second usage mode. [Figure 8] FIG. 13 is a diagram showing an example of a game screen for explaining use of the first usage mode and use of the third usage mode. [Figure 9] FIG. 13 is a diagram showing another example of a game screen for explaining use of the first usage mode and use of the third usage mode. [Figure 10] FIG. 13 is a diagram showing an example of a game screen for explaining the use of a fourth usage mode. [Figure 11]FIG. 13 is a diagram showing another example of a game screen for explaining the use of the fourth usage mode. [Figure 12] FIG. 13 is a diagram showing an example of a usage evaluation notification screen. [Figure 13] FIG. 2 is a block diagram showing an example of the functional configuration of the server system. [Figure 14] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 15] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 16] FIG. 13 is a diagram showing an example of the data structure of remaining item data. [Figure 17] FIG. 2 is a block diagram showing an example of the functional configuration of a player terminal. [Figure 18] 6 is a flowchart showing a process flow in the server system. [Figure 19] FIG. 13 is a diagram showing an example of the functional configuration of a player terminal in Modification 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0042] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.
[0043] [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system 1000 in this embodiment. As shown in Fig. 1, the game system 1000 is a computer system including a server system 1100 and a player terminal 1500 owned by a player (user) 2 of the game of this embodiment, which are connected to each other via a network N so as to be able to communicate data with each other.
[0044] The network N refers to a communication path that allows data communication. In other words, the network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.
[0045] The server system 1100 is a computer system including a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140. The main device 1101 incorporates a control board 1150 on which are mounted electronic components such as a CPU (Central Processing Unit) 1151, various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, a RAM and a ROM, and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-programmable gate array), or a SoC (System on a Chip).
[0046] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for playing a game on the player terminal 1500 and manages execution control of the game on the player terminal 1500, by the CPU 1151 and the like performing calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server type online game. Player 2 accesses the server system 1100 with his / her own player terminal 1500, logs in with an issued account (player ID), and enjoys the game of this embodiment.
[0047] The server system 1100 also cooperates with an external electronic payment server operated by an electronic payment service provider or the like to carry out a purchase procedure (billing process) for game coins, which are in-game currency. During the billing process, the electronic payment server responds to an inquiry from the server system 1100 and settles the purchase amount of the game coins with the credit card, prepaid card or the like of the player 2. The server system 1100 then grants the player 2 game coins equivalent to the purchase amount settled by the electronic payment server.
[0048] 1, the server system 1100 may be configured to include multiple blade servers each assigned to one function, and connected to each other via an internal bus for data communication. Alternatively, the server system 1100 may be configured to function as a whole as multiple independent servers installed at separate locations communicating data via a network N.
[0049] The player terminal 1500 is a computer system that functions as a man-machine interface, and can connect to the network N via a mobile phone base station or a wireless communication base station, etc., and perform data communication with the server system 1100. This player terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller for a stationary home game device, an arcade game device, a personal computer, a tablet computer, a wearable computer, etc.
[0050] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1500. As shown in Fig. 2, the player terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, etc., which are not shown, are also provided.
[0051] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as a VRAM, a RAM, and a ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless communication base station connected to the network N, and an interface circuit 1557. The interface circuit 1557 includes a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting an audio signal to the speaker 1510, an audio signal generating circuit for generating an audio signal collected by the microphone 1512, a circuit for inputting image data of an image captured by the camera 1520, and a signal input / output circuit for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected to each other via a bus circuit or the like, and is connected so as to be able to read and write data and transmit and receive signals. Note that a part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.
[0052] In this control board 1550, a game client program and various setting data required for executing this game client program are stored in IC memory 1552. The game client program and the like are downloaded from server system 1100 at an appropriate timing. Alternatively, the game client program and the like may be read from a separately obtained storage medium such as memory card 1540. Then, CPU 1551 and the like execute the game client program to perform calculation processing, and control each part of player terminal 1500 in response to operational inputs to touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling player 2 to play the game.
[0053] [About the game] 3 is a diagram showing an example of a game screen. In the game of this embodiment, a plurality of players form a team to fight against an enemy character 5. The players operate their own player characters (own characters) 3 to perform attacking actions and cooperate to defeat the enemy character 5.
[0054] Specifically, various parameter values such as level, attribute, attack power, vitality value, poison damage value, etc. are set for the player character 3 and the enemy character 5. The vitality value decreases when the character receives damage. The poison damage value increases when the character receives poison damage, and the larger the value, the more easily the character receives damage. The player uses items appropriately to reduce the vitality value of the enemy character 5 while avoiding the attacks of the enemy character 5. For example, the player can inflict damage or poison damage on the enemy character 5 by hitting the enemy character 5 with a weapon item 7 equipped to the player character 3. If the player character 3 can defeat the enemy character 5 without being annihilated, the game is cleared. As shown in FIG. 3, a vitality gauge G showing the remaining vitality value of the enemy character 5 is displayed on the game screen.
[0055] As the weapon items 7, for example, spears, swords, hammers, etc. are prepared, and the enemy character 5 can be attacked by throwing them at the enemy character 5 or stabbing them.
[0056] FIG. 4 is a diagram showing an example of a weapon item (spear A), and FIG. 5 is a diagram showing an example of parameter settings related to the weapon item of FIG. 4. As shown in FIG. 5, for each type of weapon item (spear A in FIG. 4), parameter setting data 600 including an attribute 610, a damage setting 620 to be given to an enemy character, and a remaining extinction condition setting 660 is determined in advance. More specifically, in this embodiment, the tip of the weapon item is divided into a plurality of parts (for example, three parts, a root part, a middle part, and a tip part, as in the tip part 71 of spear A in FIG. 4), and damage settings 620 (620a, 620b, 620c) are prepared for each of three status levels "deep", "medium", and "shallow" that indicate up to which part of the tip is stuck into the enemy character during an attack. "Deep" indicates that the weapon item is stuck up to the root part, "middle" indicates up to the middle part, and "shallow" indicates up to the tip part.
[0057] As a result, when a weapon item hits an enemy character, the type of attack that is activated and the damage or poison damage (hereinafter collectively referred to as "damage") that is inflicted on the enemy character will change depending on the status level. Basically, the deeper the tip of the weapon penetrates, the greater the damage that can be inflicted. Therefore, when a player uses a weapon item and it hits an enemy character, the server system 1100 determines the status using, for example, the attack power or level of the player character. If the attack power is high, the weapon will penetrate deeper, and if it is low, the weapon will penetrate shallower.
[0058] The attribute 610 is set as, for example, a water attribute, a fire attribute, a lightning attribute, no attribute, etc., and for each attribute, various compatibility with other attributes is defined, such as advantageous and disadvantageous attributes in relation to the attributes of enemy characters, attributes that are compatible when combined in a cooperative attack, etc. For example, attacking using a weapon item with an advantageous attribute, or performing a cooperative attack using a weapon item with a compatible attribute, etc., can increase attack power.
[0059] The damage settings 620 include settings for a basic effect 630, a combo attack effect 640, and a residual effect 650.
[0060] The basic effect 630 stores a basic type 631 and damage dealt 633 that can be inflicted on an enemy character by an attack of the corresponding type. The damage dealt 633 is set as a fixed value, for example, according to the corresponding basic type 631. In addition to a setting to inflict damage or poison damage on an enemy character, it is also possible to include a setting to inflict both. It is advisable to set the damage dealt to an enemy character so that the deeper the depth indicated by the status, the greater the damage dealt to the enemy character.
[0061] In the combo attack effect 640, a combo type 641, a combo success attribute 643, and additional damage 645 are set. The combo type 641 is the type of attack that is activated when a combo attack is successful. The combo success attribute 643 determines the attribute that will result in a combo attack with the weapon item, and is set to include an attribute that is compatible with the attribute 610 (for example, the same attribute). The additional damage 645 is set as a function for inflicting additional damage and / or poison damage according to the number M of remaining items that have resulted in a combo attack. It is advisable to set the combo attack effect so that the deeper the depth indicated by the status, the greater the additional damage inflicted on the enemy character.
[0062] In other words, when the player hits an enemy character with a weapon item, a basic type 631 attack is activated by selectively using the setting of the basic effect 630 according to the determined status, and damage equivalent to the damage dealt 633 is inflicted on the enemy character. However, as will be described in detail later, when a remaining item with the origin attribute set as the cooperation establishment attribute 643 exists within the cooperation range based on the hit position and a cooperation attack is established, an attack of the cooperation type 641 is activated instead of the basic type 631. Then, the damage dealt 633 is added with the additional damage 645 (the value of damage and / or poison damage according to the number M of the corresponding remaining items) to inflict damage on the enemy character.
[0063] The remaining effect 650 stores damage dealt 651 that can be inflicted on an enemy character when the weapon item becomes a remaining item. The damage dealt 651 is set, for example, as a function for continuously inflicting damage and / or poison damage according to the elapsed time t after the weapon item becomes a remaining item. As with the damage dealt 633, it is advisable to set it so that the deeper the depth indicated by the status, the greater the damage inflicted on the enemy character.
[0064] Therefore, as will be described in detail below, while the weapon item remains attached to the enemy character as a residual item, the enemy character's vitality value will decrease and its poison damage value will increase over time.
[0065] The remaining item disappearance condition setting 660 is a setting of the disappearance condition when the weapon item becomes a remaining item, for example, the remaining time, the number of times of use determination, or a combination thereof.
[0066] Items other than weapon items include, for example, items that can inflict various abnormal conditions such as confusion, paralysis, sleep, and poison on enemy characters, strengthening and recovery items for parameters determined for the player character, vehicles for the player character, and items that can be used as a foothold or handrail for the player character to move. When an enemy character is larger than the player character, a hook item can be attached to the enemy character to serve as a foothold or handrail for climbing to the upper part (high place). For example, when a vital point exists on the upper part of the enemy character, using the hook item makes it possible to approach the vital point.
[0067] [detail] In this embodiment, when the player hits an enemy character with a weapon item during the execution of the game described above, the server system 1100 performs display control to cause the weapon item to be attached to the enemy character as a remaining item (attachment control process). Also, if there is a remaining item that satisfies the removal condition, the server system 1100 performs control to remove the remaining item (removal control process).
[0068] 1. Associated control processing In the associated control process, the use of a weapon item is determined when "the player hits an enemy character with a weapon item, causing damage to the enemy character." When a weapon item is used, the weapon item is set as a remaining item, the attacking player (first player) is set as the origin player for the remaining item, and the attribute of the remaining item (weapon item) is set as the origin attribute. Then, the hit position is set as the associated position, and display control is performed to associate the remaining item with the associated position. At this time, a disappearance condition for the remaining item is set.
[0069] The extinction condition is set based on the remaining-time extinction condition setting 660 of the weapon item that is set as the remaining item. For a weapon item for which a remaining time is set in the remaining-time extinction condition setting 660, the extinction condition is set to "the timing for the remaining time to elapse has arrived." For a weapon item for which a usage determination count is set, the extinction condition is set to "the corresponding number of uses has been made." There are multiple usage patterns (in this embodiment, there are four usage patterns, first to fourth), which will be described in detail later.
[0070] In addition, the associated control process generates and manages remaining item data 560 (see FIG. 16) related to the remaining item. Specifically, current status 563, which is the current status, usage data 580 related to its usage, and usage data 590 related to usage in various usage modes, which will be described later, are included in and managed in the remaining item data 560 and are used for display control of the status, damage history, etc.
[0071] In the usage data 580, the damage content (the value of damage and / or poison damage) inflicted on an enemy character when used is set together with information such as the origin player and origin attribute. On the other hand, the usage data 590 is generated every time the remaining item is used, and sets therein the type of usage mode, the using player, the unit usage points calculated for that usage, the damage content inflicted on an enemy character when used, etc. In this embodiment, when a remaining item is used in a first usage mode described later, it is possible to directly inflict damage on an enemy character, and the content of that damage is included in the usage data 590.
[0072] Fig. 6 is a diagram showing an example of the accompanying control of the remaining items. As shown in Fig. 6, the accompanying control process causes the enemy character 5 to be displayed with the remaining items 9 accompanying it. That is, the player attacks the enemy character 5 by throwing the weapon item 7 at the enemy character 5 or by stabbing it into the enemy character 5, and each time the enemy character 5 is attacked, the weapon item 7 becomes a remaining item 9 and is displayed accompanying it stuck at the hit position. Near the remaining item 9, an indication 11 of the status of the remaining item 9 ("deep", "medium", "shallow") is provided.
[0073] Furthermore, when an individual remaining item 9 is selected, the damage history of the enemy character 5 caused by that remaining item 9 is displayed. For example, although not shown, the damage history displays the damage inflicted on the enemy character 5 when the item was used together with information such as the origin player and origin attribute. Furthermore, when the remaining item 9 is used in the first or second usage manner described below, the damage inflicted on the enemy character 5 by the attack related to that usage is displayed together with information such as the user player. This allows the player to check the history of damage inflicted on the enemy character 5 by the weapon item that is the remaining item 9.
[0074] In addition to the first and second usage modes, all usage statuses of the remaining item may be displayed. For example, the number of times the item was used as a hook in the third usage mode, and the change in parameters before and after fusion due to its use in the fourth usage mode may be displayed and presented to the player.
[0075] 2. Disappearance control process In the disappearance control process, the elapsed time from the start of attachment for each remaining item is measured, or the number of uses is counted. Then, when the measured elapsed time for a remaining item reaches the remaining time related to its disappearance condition, or when the counted number of uses reaches the number of uses determined related to its disappearance condition, the remaining item is controlled to disappear.
[0076] The remaining item will continue to inflict damage on the enemy character based on its remaining effect 650 until it is eliminated by the elimination control process.
[0077] In addition, the server system 1100 performs remaining item usage evaluation processing, total usage evaluation processing, total utilized evaluation processing, bonus granting control processing based on the results of the usage evaluation, total usage evaluation, and total utilized evaluation, and notification control processing of usage evaluation results, etc.
[0078] 3. Usage evaluation processing In the use evaluation process, it is determined whether or not the player (second player) has used the remaining item in the attack action of the enemy character, and the use evaluation of the remaining item is performed. The determination of whether or not the remaining item has been used is performed by determining whether the use corresponds to any one of the first to fourth use modes.
[0079] 3-1. Types of usage Specifically, the server system 1100 determines that "the player has used the remaining item as a weapon item to inflict damage on an enemy character" as the first usage mode of the remaining item. Here, in this embodiment, among the remaining items attached to the enemy character in a state of being stuck in the attached position, those with a shallow tip (specifically, those with a status of "shallow" or "medium") can be used (used) again by performing an attack action of sticking the remaining item deeper. When used (used) again, the status of the remaining item is updated based on the part newly stuck in the enemy character, and an attack of the basic type 631 is activated according to the basic effect 630, and damage of the damage dealt 633 is given to the enemy character (damage processing). For those deeply stuck, it can be used (used) again by performing an attack action of removing the item once and sticking it again. When the attack action of sticking again is performed, the status is changed according to the part stuck in the attack action, and damage processing related to the use is performed. The damage dealt when used here may be adjusted to be higher by adding a predetermined value to the damage dealt 633. In other words, the same weapon item may be configured to deal more damage when used by a second player as a remaining item than when used by a first player as a weapon item. When a player performs the attacking action, the server system 1100 determines that the remaining item has been used in the first usage mode.
[0080] In this embodiment, when a player attacks an enemy character and hits the enemy character with a weapon item, if there is a remaining item within a predetermined range based on the hit position, the server system 1100 determines that the attack by the player is a combination attack in cooperation with the remaining item.Then, the server system 1100 determines that "a combination attack has been established" as the second usage mode.
[0081] Furthermore, the server system 1100 determines that "the player has used the remaining item as a hook" as a third usage mode. In this embodiment, the remaining item also functions as a hook item. For example, the player character 3 may use the remaining item as a handhold to climb, or the player character 3 may jump onto the remaining item to use it as a foothold. When the player uses the remaining item as a hook item, the server system 1100 determines that the remaining item has been used in the third usage mode.
[0082] In addition, the game of this embodiment has a specification of "synthesis" in which a base item is synthesized with a material item, and "combination" in which target items are combined with each other. This synthesis or combination (combination, etc.) can strengthen or evolve the target item. Then, the combination specification is adopted for the remaining item, and the weapon item can be combined with the remaining item by throwing the weapon item and hitting it. Then, some or all of the items of the parameter setting data 600 of the remaining item are changed based on the corresponding items of the parameter setting data 600 of the weapon item, and the remaining item is strengthened or evolved. For example, in addition to changes such as adding up the damage dealt 633, 651 and the additional damage 645, it is also possible to add up the remaining time and the number of use judgments related to the remaining time disappearance condition setting 660 to delay the disappearance time (extend the lifespan). The new parameter setting after the combination is included in the remaining item data 560 as synthesis data 599 (see FIG. 16) and managed. The server system 1100 then determines that "the player has combined the weapon item with the remaining item" as the fourth usage mode. Note that when a weapon item or another item hits a remaining item, the weapon item may be combined with the remaining item, and this may be determined as usage of the fourth usage mode.
[0083] 3-2. Specific examples of each usage mode Fig. 7 is a diagram showing an example of a game screen for explaining the use of the second usage mode. First, as shown in Fig. 7, when an enemy character 5 comes within the range of a weapon item 7a equipped by a player's character (player character 3a in Fig. 7), an aiming cursor 13 is displayed on the game screen. In this embodiment, a circular area of a predetermined size centered on the hit position of the weapon item 7a is set as the link area. Therefore, the aiming cursor 13 is shaped to indicate a central aiming position and a circular link range centered on the aiming position.
[0084] When a player is about to perform a combo attack, the player aims so that the remaining item 9 falls within the combo range indicated by the aiming cursor 13, and attacks the enemy character 5. More specifically, a combo attack is established when there is a remaining item that satisfies the attribute condition within the combo range. Therefore, during the game, the server system 1100 performs a combo attack determination process, and if there is a remaining item with an origin attribute that matches the combo establishment attribute 643 of the weapon item within the combo range based on the hit position of the weapon item, it is determined as a combo attack coordinated with the remaining item. The damage inflicted on the enemy character by this combo attack increases as the number of remaining items that satisfy the attribute condition within the combo range increases. Therefore, by including many corresponding remaining items within the combo range, damage can be inflicted on the enemy character more efficiently.
[0085] In the example of FIG. 7, three remaining items 9a, 9b, and 9c are included within the cooperation range indicated by the aiming cursor 13, and two of them, the remaining items 9b and 9c, satisfy the attribute conditions in relation to the weapon item 7a. In this case, if the weapon item 7a actually hits the aimed position, a cooperation attack in cooperation with the remaining items 9b and 9c will be established. Then, it is determined that the player of the player character 3a has used the remaining items 9b and 9c in the second use mode. In this way, by using the remaining items in the second use mode, it is possible to increase the damage inflicted on the enemy character.
[0086] Here, as shown in FIG. 7 with speech bubbles for each of the remaining items 9a, 9b, 9c, the server system 1100 displays whether the remaining items 9a, 9b, 9c in the aiming cursor 13 satisfy the attribute conditions and are capable of a combo attack (○: successful / ×: not successful). The server system 1100 also performs a display mode change control process to variably control the display mode of the remaining items 9b, 9c that satisfy the attribute conditions. This allows the remaining items 9b, 9c that are capable of a combo attack to be displayed so that they can be identified by the player. The change control mode is not particularly limited, but may be, for example, a mode in which the periphery of the corresponding remaining item is illuminated or the display of the remaining item is blinked. It is to be noted that the display mode of the remaining items that satisfy the attribute conditions may be changed not only for the remaining items 9 in the aiming cursor 13 but also for all remaining items 9 attached to the enemy character 5.
[0087] The shape of the cooperation range is not limited to the circular shape shown as an example, but may be an ellipse, a rectangle, or the like, and may be set as appropriate.
[0088] Next, FIG. 8 and FIG. 9 are diagrams showing examples of game screens for explaining the use of the first and third usage modes. First, the player starts the game by moving his / her own character (in FIG. 8 etc., the player By using the weapon item 7b equipped by the enemy character 3b) and leaving it as a remaining item 9, it can be used as a hook item. In other words, when you want to climb to the top of the enemy character 5, if there is a remaining item in a suitable position to get closer to the target location, you can use it as a hook. Even if there is no remaining item there, you can use it by hitting it with a weapon item and making it a remaining item. Figures 8 and 9 show the latter example.
[0089] That is, for example, in the situation of FIG. 8, the player of the player character 3b pays attention to the remaining item 9d, and considers using it for an attack because its status is "shallow" (i.e., using it in the first use mode). In this case, since the remaining item 9d is in a high place and cannot be reached in the current state, the player character 3b first uses the weapon item 7b aiming for a height where the player character 3b can jump on it, and turns it into the remaining item 9e as shown in FIG. 9. Next, the player uses the remaining item 9e as a grab (foothold) and stands on it, performing an attack action of stabbing the remaining item 9d deep into the ground. Then, it is determined that the player of the player character 3b first uses the remaining item 9e in the third use mode, and then uses the remaining item 9d in the first use mode.
[0090] In this way, by using the remaining items in the first usage mode, it is possible to directly damage the enemy character. Also, by appropriately using the remaining items in the third usage mode, it is possible to realize an attack related to the first usage mode.
[0091] Next, FIG. 10 and FIG. 11 are diagrams showing examples of game screens for explaining the use of the fourth use mode. As described above, in this embodiment, the remaining item can be combined with a weapon item. For example, in the situation of FIG. 10, the player of the player character 3b focuses on the remaining item 9f and considers strengthening it (i.e., using it in the fourth use mode). In this case, the player throws the weapon item 7b and hits the remaining item 9f. As a result, the remaining item 9f becomes the remaining item 9g combined with the weapon item 7b, as shown in FIG. 11. Then, it is determined that the player of the player character 3b has used the remaining item 9f (9g) in the fourth use mode.
[0092] In this way, by using a remaining item in the fourth usage mode, it is possible to achieve the targeted strengthening of the remaining item, and when the remaining item is used in the first or second usage mode from the next time onwards, it is possible to more efficiently inflict damage on enemy characters or extend the lifespan of the remaining item.
[0093] 3-2. About unit use points When the server system 1100 determines that the player (second player) has used the remaining item in any one of the first to fourth usage modes, the server system 1100 determines the player as a user player and calculates the unit usage points for the usage. In this embodiment, the server system 1100 multiplies the reference points for the determined usage mode by a coefficient corresponding to the intimacy level to obtain the unit usage points for the usage.
[0094] First, the reference points are set in advance for each of the first to fourth usage modes, taking into consideration the effect that the use of the mode will have on the enemy character. Specifically, the first usage mode can directly damage the enemy character, and the second usage mode increases the damage inflicted on the enemy character. The fourth usage mode can increase the damage inflicted on the enemy character when used thereafter, and can extend the life of the remaining item. These points should be set in consideration. In this embodiment, for example, the reference points for the second usage mode are set to be the largest, followed by the first usage mode, the fourth usage mode, and the third usage mode in that order.
[0095] In addition, in the case of use in the first or second usage mode, the standard point may be adjusted by adding points according to the damage actually inflicted on the enemy character (the value of damage or poison damage). The larger the damage inflicted, the higher the added points are adjusted. Alternatively, the standard point may be set each time the use is performed as a value based on whether or not damage was inflicted on the enemy character, or a value according to the damage. In other words, in the case of the first or second usage mode, a standard point is set, a unit usage point is calculated, and the usage is evaluated, whereas in the case of the third or fourth usage mode, since no damage was inflicted on the enemy character, a standard point is not set (a unit usage point is not calculated), and the usage is not evaluated.
[0096] Next, the intimacy level is a value indicating the level of intimacy with the origin player. In this embodiment, the intimacy level is determined in five stages, for example, from "1" to "5", according to the current intimacy value. In order to determine this intimacy level, the server system 1100 manages the intimacy with other players for each player (intimacy data 518 in FIG. 14). Basically, for each player, the intimacy is updated and managed as needed based on the number and frequency of chats exchanged during play with each of the other players, the number and frequency of transfers and / or transfers of game objects such as characters and items, the number and frequency of playing games with the other players, and the like. Also, in this embodiment, the server system 1100 updates the intimacy between the origin player and the use player when a remaining item is used. The intimacy may be updated by adding a preset value, or a value according to the unit use point may be added. Therefore, in this embodiment, in addition to repeatedly playing the same game with a specific player and frequently chatting with each other, the intimacy also increases by using each other's remaining items that are the origin player's.
[0097] According to this, the unit usage points finally obtained as a result of the usage evaluation process reflect the intimacy between the origin player and the user player. The intimacy level also increases through the use of the remaining items. Then, as described below, when a player uses a remaining item, a benefit based on the unit usage points is given. Therefore, it is possible to encourage a player to use a remaining item whose origin player is a player with a high intimacy level with the player.
[0098] The intimacy level may have two or more stages. In addition, whether or not a player is registered as a friend can also be used to calculate the unit usage points, regardless of the intimacy level. For example, if a player is registered as a friend, the reference points can be added. In addition, if the players are divided into multiple teams and compete against each other, points can be added when a player on the same team uses a remaining item whose origin player is a player. In this case, it is possible to encourage players to use a remaining item whose teammate is the origin player.
[0099] 4. Total usage evaluation processing When the game ends, the server system 1100 performs a usage total evaluation process. In this usage total evaluation process, the players who participated in the game are sequentially designated as processing players, and the usage of the remaining items is evaluated as one of the evaluations of the game play of the processing players.
[0100] Specifically, first, all the usage data 590 in the remaining item data 560 generated in the game is referenced, and the usage data 590 in which the processing player is set as the usage player is extracted. Then, the unit usage points of the extracted usage data 590 are summed up to obtain the total usage evaluation points.
[0101] As described above, by using a remaining item, damage is given directly or indirectly to an enemy character. Therefore, it can be said that the more remaining items are used, the more the player contributes to the game. Here, the unit use point is calculated as a value reflecting the intimacy between the origin player and the using player, the damage given to the enemy character by the attack related to the use, etc., based on which of the first to fourth use modes the remaining item is used in the case where the remaining item is used. The total use evaluation point is the use of the remaining item for each player, and is the total of the unit use points related to the use of the player. Therefore, according to the total use evaluation of the remaining items in the total use evaluation process, it is possible to evaluate the "degree of contribution to the game by the player by using the remaining items" for each player.
[0102] Note that, instead of summing up the unit use points of the extracted use data 590, the number of extracted use data 590 (that is, the number of times the processing player uses the remaining item) may be used as the total use evaluation point.
[0103] 5. Total utilization evaluation process Furthermore, when the game ends, the server system 1100 performs a used total evaluation process. In this used total evaluation process, the players who participated in the game are sequentially designated as processing players, and the usage of the remaining items is evaluated as one of the evaluations of the game play of the processing players.
[0104] Specifically, first, the remaining item data 560 generated in the game is extracted, the remaining item data 560 in which the processing player is set as the origin player in the usage data 580. Then, the unit usage points of all the usage data 590 set in the extracted remaining item data 560 are summed up to obtain the total used evaluation points.
[0105] Here, in the game of this embodiment, even if the player is a beginner or has a low level of skill and is therefore unable to use the weapon item well, and is unable to attack the enemy character efficiently, if the player uses the weapon item, it remains as a remaining item and becomes attached to the enemy character. If the remaining item is used, the enemy character is directly or indirectly damaged by the remaining item. In addition, in a situation where there are many remaining items, even a player such as a beginner can easily include the remaining items in the cooperation range. Therefore, it becomes easier for the user to establish a cooperation attack, and if it is established, a higher damage is inflicted on the enemy character. In other words, if a large number of remaining items are left, the opportunities for using them increase accordingly, and if they are actually used, it can be said that the player has contributed to the game. Even a player such as a beginner can use a weapon item and leave it as a remaining item relatively easily.
[0106] The total used evaluation points are calculated by tallying up the unit use points for each player related to the use of the remaining items for which the player is the origin player. Therefore, the total used evaluation of the remaining items in the total used evaluation process makes it possible to evaluate the "degree of contribution to the game made by the use of the remaining items for which the player is the origin player" for each player.
[0107] As with the total usage evaluation points, the number of extracted usage data 590 (that is, the number of times the processing player has used the remaining item as the originating player) may be used as the total used evaluation points.
[0108] 6. Grant control process In the awarding control process, the server system 1100 controls the awarding of benefits to a player based on the results of each evaluation: the usage evaluation in the usage evaluation process, the total usage evaluation in the total usage evaluation process, and the total used evaluation in the total used evaluation process.
[0109] That is, during the game, each time a remaining item is determined to be used, a bonus (hereinafter referred to as a "unit use bonus") is awarded to the origin player (first player) of that remaining item according to the unit use points. A bonus is awarded when the using player is different from the origin player, but when the two are the same (when a player uses a remaining item that they left behind themselves), a bonus may or may not be awarded. Also, a bonus is awarded even if the origin player's game is over at the time of that use.
[0110] On the other hand, at the end of the game, the total usage evaluation points and the total used evaluation points are added up for each player to determine the total usage evaluation points, and a bonus (hereinafter referred to as the "total usage bonus") is awarded to each player according to the total usage evaluation points.
[0111] The relationship between unit usage points and the content of unit usage benefits (see unit usage benefit data 531 in Figure 13) and the relationship between total usage evaluation points and the content of total usage benefits (see total usage benefit data 533 in Figure 13) are set in advance. For example, unit usage benefit data 531 is prepared as a data table that divides the possible values of unit usage points into multiple value ranges and defines the content of unit usage benefits for each value range. The content of the unit usage benefit is set to be more luxurious the larger the unit usage points are. Total usage benefit data 533 is similarly prepared as a data table that defines the content of total usage benefits for each value range of total usage evaluation points.
[0112] The specific contents of each benefit are not particularly limited, but examples include objects (game objects) that can be used in the game, game points that can be accumulated in the course of playing the game, game coins, etc. Game objects include characters that can be selected as the player character, various items such as weapons and items, vehicles for the player character, summoned beasts, additional abilities that can be added to the player character such as magic and skills, the opening of new game stages and maps, lottery rights to select items, characters, etc. (lottery tickets that can be used to draw gacha), etc.
[0113] Furthermore, the unit use bonus may include bonuses such as granting a predetermined number of lives, restoring the player character's vitality, strengthening the player character by increasing attack power, and boosting the score.
[0114] Therefore, according to the grant control process, each time a remaining item that the player left by using the weapon item is used, the player can obtain a benefit (unit use benefit) according to the evaluation result of the use. Also, at the end of the game, the player can obtain a benefit (total use benefit) according to the total evaluation result of the use of the remaining items during the game and the total evaluation result of the use of the remaining items that the player left during the game.
[0115] Alternatively, instead of calculating the total usage evaluation points, a benefit (use benefit) according to the total usage evaluation points and a benefit (used benefit) according to the total used evaluation points may be granted. In this case, a data table (usage evaluation benefit data) that defines the content of the use benefit for each value range of the total usage evaluation points and a data table (used benefit data) that defines the content of the used benefit for each value range of the used total evaluation points may be prepared.
[0116] Furthermore, the unit usage benefit may be granted not to the origin player (first player) but to the use player (second player) who used the remaining item, or to both the origin player and the use player. For example, when determining the use of a remaining item, a determination is made as to whether the origin player's team is the same as the use player's team. If the teams are the same (i.e., a player uses a remaining item left by a teammate), it may be determined that team play has taken place and the unit usage benefit may be granted to the use player, or to both the origin player and the use player.
[0117] 7. Notification control processing In the notification control process, the server system 1100 performs notification control for the first player based on the result of the usage evaluation in the usage evaluation process. Fig. 12 is a diagram showing an example of a usage evaluation notification screen. In this embodiment, each time the usage of a remaining item is determined in the usage evaluation process, control is performed to notify the player terminal 1500 of the origin player that the remaining item has been used.
[0118] By this control, for example, when a player uses a remaining item in any one of the first to fourth usage modes, a notification screen W1 is displayed on the player terminal 1500 of the origin player to inform the player that the remaining item has been used, as shown in Fig. 12. This notification screen W1 displays a message to the effect that the remaining item has been used, along with the content of the unit usage benefit that will be granted to the origin player as a result of the use. Other information that may be included in the notification may include the player name of the player using the item, the type of usage mode, and the damage inflicted on the enemy character by the use.
[0119] It is also possible to configure the system so as to control notifications to the second player (using player) instead of the first player (originating player). In this modified example, when a player uses a remaining item during a game, the server system 1100 controls notifications to the using player by displaying a notification screen on the player terminal 1500 of the using player. Although not shown, the notification screen in this case appropriately notifies the player name of the originating player of the remaining item, the type of usage, damage inflicted on enemy characters, etc., along with a message to the effect that the remaining item has been used.
[0120] Alternatively, notification control may be performed for both the origin player and the use player.
[0121] Furthermore, the notification to the origin player and the notification to the user player here may be made when the intimacy between the origin player and the user player is equal to or greater than a predetermined value, or when the origin player and the user player are friends. Alternatively, the notification content to the origin player may include the intimacy (or intimacy level) between the origin player and the user player. Similarly, the notification content to the user player may include the intimacy (or intimacy level) between the origin player and the user player.
[0122] [Function configuration] 1. Server system Fig. 13 is a block diagram showing an example of a functional configuration of the server system 1100. As shown in Fig. 13, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0123] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG.
[0124] The server processing unit 200s can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, FPGA, or other electronic components such as an IC memory, and controls input and output of data between each unit of the device including the operation input unit 100s and the server storage unit 500s. It performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the player terminal 1500, and the like, and generally controls the operation of the server system 1100. In FIG. 1, the control board 1150 and its CPU 1151 correspond to this.
[0125] The server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0126] The user management unit 210 performs processes related to user registration and manages data of each registered user (player) linked to an account (player ID). For example, it can execute processes such as granting a unique account to a registered user, registration information management processes for registering and managing personal information for each account, and usage history management processes for managing login and logout history. Of course, it can also appropriately include management processes for other data linked to accounts.
[0127] The billing processing unit 220 performs billing processing in response to a player's operation to purchase game coins, and grants the player game coins equivalent to the purchase amount.
[0128] The game management unit 230 performs various processes related to the execution management of the game. Since the game of this embodiment is a client-server type online game, the game management unit 230 performs control to provide data necessary for game play while communicating with the player terminal 1500. In providing the data, the following processes can be performed as processes related to game progress control and reflection of play results: 1) process of forming a game space by arranging objects such as a stage and background in a virtual three-dimensional space, 2) process of arranging a player character in the game space and controlling the player character according to an operation input at the player terminal 1500, 3) process of automatically controlling a virtual camera and an enemy character, 4) process of determining whether an item is used and reflecting the result, 5) process of determining whether a weapon item is hit and damage is given, 6) process of damage given by remaining items, 7) process of generating an image of the game space seen from a virtual camera (game image), 8) process of determining whether the game end condition has been met, and 9) process of calculating game results. In addition, various data necessary for controlling game play can be stored in the server storage unit 500s in association with these processes.
[0129] This game management unit 230 includes an accompanying control unit 231, a disappearance control unit 233, a utilization evaluation unit 235, a total utilization evaluation unit 237, a total utilized evaluation unit 239, an award control unit 241, a notification control unit 243, an intimacy setting unit 245, a display mode change control unit 247, a coordinated attack determination unit 249, and a synthesis etc. control unit 251.
[0130] The associated control unit 231 is a functional unit that performs associated control processing, and performs display control to attach weapon items that the player has hit an enemy character to the hit position as remaining items. It also sets the disappearance conditions for each remaining item, and controls the recording of remaining item data 560 and the display of status and damage history.
[0131] The disappearance control unit 233 is a functional unit that performs disappearance control processing, monitors the disappearance conditions set for each remaining item, and performs control to disappear remaining items that satisfy the disappearance conditions.
[0132] The usage evaluation unit 235 is a functional unit that performs usage evaluation processing, and judges whether or not the player has used the remaining item, and performs usage evaluation of the remaining item. In this embodiment, the usage of each of the first to fourth usage modes is judged, and unit usage points are calculated.
[0133] The usage total evaluation unit 237 is a functional unit that performs a usage total evaluation process, and evaluates the total usage of the remaining items as the second player for each player.
[0134] The total utilization evaluation unit 239 is a functional unit that performs total utilization evaluation processing, and for each player, evaluates the total utilization of items (weapon items in this embodiment) that have become remaining items by being used by the first player.
[0135] The grant control unit 241 is a functional unit that performs grant control processing. In this embodiment, the grant control unit 241 performs control to grant a unit use privilege based on the result of the usage evaluation during the game, and performs control to grant a total use privilege based on the evaluation results of the total usage evaluation and the total used evaluation at the end of the game. The grant control unit 241 variably controls the granted privilege according to a given privilege granting condition based on the result of the usage evaluation. For example, granting a privilege according to the unit use points or granting a privilege according to the total usage evaluation points corresponds to variable control of the granted privilege. Alternatively, the grant control unit 241 may grant different privileges according to the type of usage mode determined at the time of the usage evaluation. In this case, too, it corresponds to determining the privilege to be granted according to the privilege granting condition based on the result of the usage evaluation.
[0136] The notification control unit 243 is a functional unit that performs notification control processing. In this embodiment, when the second player uses a remaining item, the notification control unit 243 performs notification control for the first player based on the result of the usage evaluation.
[0137] The intimacy setting unit 245 updates the intimacy between each player and each of the other players as needed, and manages it as intimacy data 518.
[0138] The display mode change control unit 247 performs a display mode change control process, and variably controls the display mode of the remaining items that satisfy the attribute conditions in relation to the weapon item equipped by the player character for each player.
[0139] The combination attack determination unit 249 is a functional unit that performs combination attack determination processing, and determines whether a combination attack is successful when a player uses a weapon item and the weapon item hits an enemy character. Specifically, if there is a remaining item with an origin attribute that matches the combination establishment attribute 643 of the weapon item within the combination range based on the hit position of the weapon item, it is determined to be a combination attack in combination with the remaining item.
[0140] The synthesis etc. control unit 251 controls the synthesis etc. (combination or fusion) of items. In this embodiment, when a weapon item hits a remaining item attached to an enemy character, the synthesis etc. control unit 251 performs control to fuse the weapon item with the remaining item.
[0141] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.
[0142] The image generating unit 290s generates images relating to system management of the server system 1100 and outputs them to the image display unit 390s.
[0143] The sound generation unit 292s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and BGM related to the system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.
[0144] The communication control unit 294s performs communication connection and data processing for data communication with an external device (eg, the player terminal 1500) via the communication unit 394s, and realizes data exchange with the external device.
[0145] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head mounted display. In FIG. 1, this corresponds to the touch panel 1108.
[0146] The sound output unit 392s emits the sound signal input from the sound generation unit 292s. In FIG. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.
[0147] The communication unit 394s realizes communication by connecting to the network N. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.
[0148] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions of the server system 1100, data used during execution of the programs, etc. are stored in advance or temporarily stored each time processing is performed. For example, it can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, etc. In FIG. 1, this corresponds to the IC memory 1152 and the storage 1140.
[0149] The server storage unit 500s also stores a server program 501, a distribution game client program 503, user management data 510, game setting data 530, and play data 550. In addition, other necessary data such as timers, counters, various tables, thresholds, flags, etc. are also stored as appropriate.
[0150] The server program 501 is a program for causing the server processing unit 200s to function as the user management unit 210 and the game management unit 230. Note that this may also include programs for causing the server processing unit 200s to function as the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s, as appropriate.
[0151] The distribution game client program 503 is the original of the game client program 502 (see FIG. 17) that is downloaded to the player terminal 1500.
[0152] User management data 510 is prepared for each player who has completed user registration, and stores various data for management related to the game play of the player. Specifically, one user management data 510 includes the player's player ID 511, player name 513, player level 515, payment medium ledger data 517, intimacy data 518, and friend list 519, as shown in Fig. 14. In addition, the data includes play history such as play date and time, play time, personal information such as age, sex, and birthday, data of game objects that the player has obtained in the course of the game and currently owns, save data related to the play situation, etc.
[0153] The payment medium ledger data 517 stores information on the income and expenditure of the electronic payment medium (in this embodiment, game coins, which are the in-game currency) linked to the corresponding player, such as the purchase date and time and number of game coins purchased (charged amount), and the history of the consumption date and number of game coins consumed.
[0154] The intimacy data 518 stores the intimacy between the player and each of the other players. The friend list 519 stores the player IDs of other players who are registered as friends by the player.
[0155] The game setting data 530 stores various setting data necessary for executing the game. For example, it stores player character setting data that defines the type of player character, various parameters, model data, motion data used for movement control, etc., enemy character setting data related to enemy characters that defines the type of enemy character, various parameters, model data, behavior pattern, etc., item definition data related to various items that the player can obtain and use during the course of the game, stage setting data related to the setting of the game stage, etc. The item definition data of the weapon item includes the parameter setting data 600 described with reference to Figs. 4 and 5.
[0156] The game setting data 530 also stores unit use reward data 531 that defines the content of a unit use reward corresponding to the unit use points, and total use reward data 533 that defines the content of a total use reward corresponding to the total use evaluation points.
[0157] Play data 550 is prepared for each game being played, and stores various data describing players participating in the game and the progress of the game. For example, as shown in Fig. 15, one play data 550 includes a game play ID 551, matching data 553, a stage ID 555 indicating the game stage being played, player character control data 557, enemy character control data 559, and remaining item data 560.
[0158] The matching data 553 stores various data related to players participating in the game as one team, such as the player ID and player name of each player, and the device ID of the player terminal 1500.
[0159] The player character control data 557 and enemy character control data 559 are prepared for each player character and enemy character, respectively, and store various data describing the latest state of the character in the game space, such as the type of each character, current position, posture, current values of vitality and poison damage, and the player ID of the player currently operating the character.
[0160] The remaining item data 560 stores various data related to an item that has been used by a player and has become a remaining item. In this embodiment, every time a player hits an enemy character with a weapon item, the weapon item is made a remaining item and the remaining item data 560 is generated.
[0161] For example, as shown in FIG. 16, one remaining item data 560 includes a remaining item ID 561 for identifying the corresponding remaining item, a current status 563 of the remaining item, an associated position (hit position) 565 of the remaining item, a start timing 567 of the associated display of the remaining item, an extinction condition 569 of the remaining item, an extinction flag 571 indicating whether the remaining item has been extinguished or not, an actual remaining time 572 of the remaining item, an enhancement flag 573 indicating whether the remaining item has been enhanced by fusion or the like (whether the remaining item is being used in the fourth usage mode or not), a current number of times the remaining item is used 575, usage data 580, usage data 590, and synthesis data 599.
[0162] The actual remaining time 572 stores the time from the additional display start timing 567 to the timing at which the remaining item is eliminated because the elimination condition 569 is satisfied.
[0163] The usage data 580 includes an origin player ID 581 of the origin player who used the weapon item, which is the residual item, as the first player, an origin attribute 583 which is the attribute of the weapon item, and damage at time of use 585 inflicted on an enemy character in an attack related to its use.
[0164] Furthermore, the usage data 590 is updated each time the remaining item is used. Each usage data 590 includes a usage player ID 591 of the player who used the remaining item as the second player, a usage mode type 593 indicating which of the first to fourth usage modes the usage was determined to be, damage at the time of usage 595 inflicted on an enemy character by an attack related to the usage, and a unit evaluation point 597 of the usage.
[0165] The combined data 599 is generated when the remaining item is used in the fourth usage mode, and stores the changes to the parameter setting data that accompany the fusion.
[0166] 2. Player terminal Fig. 17 is a block diagram showing an example of a functional configuration of the player terminal 1500. As shown in Fig. 17, the player terminal 1500 includes an operation input unit 100, a device processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.
[0167] The operation input unit 100 is used by the player to input various operations, and can be realized by, for example, a button switch, a joystick, a touch pad, a track ball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 2, this corresponds to the direction input key 1502, the home key 1504, and the touch panel 1506.
[0168] The device processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an electronic component such as an IC memory, and controls input and output of data between each unit of the device including the operation input unit 100 and the terminal storage unit 500. Then, it performs various arithmetic processing based on predetermined programs and data, an operation input signal from the operation input unit 100, data received from the server system 1100, etc., and generally controls the operation of the player terminal 1500. In FIG. 2, this corresponds to the control board 1550 and its CPU 1551. And, the device processing unit 200 in this embodiment includes a player terminal arithmetic unit 270, a timer unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0169] The player terminal calculation unit 270 executes various calculation processes for causing the player terminal 1500 to function as a terminal for a player to play a game. For example, the player terminal calculation unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0170] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100 .
[0171] The game screen display control unit 273 performs control for displaying a game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is realized as a web game, it can be realized using a web technology that actively controls screen display using HTML together with Java (registered trademark) and CSS (Cascading Style Sheets) based on a web browser, or a plug-in such as Adobe (registered trademark) Flash. Of course, other methods may be used. In addition, in the configuration of this embodiment, a game space image (e.g., 3DCG, etc.) that is the base of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the player terminal 1500. In that case, the game screen display control unit 273 controls objects arranged in a virtual three-dimensional space for generating the 3DCG.
[0172] The image generation unit 290 cooperates with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame time (for example, 1 / 60 seconds) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, this can be realized by a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, and the like.
[0173] The sound generation unit 292 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for playing audio files, etc., and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.
[0174] The communication control unit 294 performs communication connection and data processing for data communication with an external device (eg, the server system 1100) via the communication unit 394, and realizes data exchange with the external device.
[0175] The image display unit 390 displays various screens such as a game screen based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head mounted display. In FIG. 2, this corresponds to the touch panel 1506.
[0176] The sound output unit 392 emits sound effects, background music, and the like related to the game based on the audio signal input from the sound generation unit 292. In FIG.
[0177] The communication unit 394 realizes communication by connecting to the network N. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0178] The terminal storage unit 500 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1500 and realizing the functions of the player terminal 1500, and data used during execution of the programs. For example, this can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In Fig. 2, this corresponds to the IC memory 1552 and the memory card 1540.
[0179] The terminal storage unit 500 also stores a game client program 502. The game client program 502 is a program for causing the terminal processing unit 200 to function as the player terminal calculation unit 270. This game client program 502 may be a dedicated client program according to a technical method for realizing an online game, or may be configured by a web browser program and a plug-in for realizing interactive image display. In this embodiment, it is a copy of a distribution game client program 503 (see FIG. 13) provided by the server system 1100.
[0180] [Processing flow] FIG. 18 is a flowchart showing the flow of game processing performed for one noted player participating in a game when one game is executed. When the game is executed, the processing of FIG. 18 is performed for each player participating in the game. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. It is assumed that a separate login procedure has been performed in the player terminal 1500, and team organization has been completed through matching processing.
[0181] Once the team has been organized, the game begins (step S1). That is, the game management unit 230 arranges objects such as a background to form a game space, and arranges the player characters and enemy characters of each player participating in the game. The game management unit 230 then starts automatic control of the enemy characters, and moves the player characters in response to the operation inputs of each player. In addition, the game management unit 230 also starts appropriate control that is basically required for controlling the progress of the game. In addition, the display mode change control unit 247 starts a display mode change control process, and the combination attack determination unit 249 starts a combination attack determination process.
[0182] During the game, the accompanying control unit 231 starts the accompanying control process, and the use evaluation unit 235 starts the use evaluation process, and performs the process of steps S3 to S17 for each player. That is, when focusing on the noted player, the accompanying control unit 231 first monitors the use of the weapon item in the course of the accompanying control process. Then, when the noted player hits an enemy character with the weapon item, it is determined that the weapon item has been used (step S3: YES), and the process proceeds to step S5. In that case, the accompanying control unit 231 performs control to make the used weapon item a remaining item, and to make the hit position an associated position, and to make the remaining item associated with the enemy character (step S5). At that time, the accompanying control unit 231 also sets the disappearance condition of the remaining item (step S6).
[0183] When a weapon item is used, the combination attack determination unit 249 determines whether the combination attack in combination with the remaining item is successful. When the combination attack is successful, the use evaluation unit 235 determines in the following step S7 that the remaining item has been used by the noted player in the second use mode. When the weapon item hits the remaining item, the synthesis control unit 251 controls the remaining item to be combined with the weapon item. In this case, the use evaluation unit 235 determines in step S7 that the remaining item has been used by the noted player in the fourth use mode. In addition, when the remaining item is used as a weapon item, the use evaluation unit 235 determines in step S7 that the remaining item has been used in the first use mode, and when the remaining item is used as a hook, the use evaluation unit 235 determines that the remaining item has been used in the third use mode.
[0184] That is, in step S7, the usage evaluation unit 235 monitors the usage of the remaining item by the noted player in the course of the usage evaluation process. Then, when it is determined that the noted player has used the remaining item in any one of the first to fourth usage modes (step S7: YES), the usage evaluation unit 235 calculates the unit usage points related to the usage (step S9). Then, as the grant control process, the grant control unit 241 controls to grant a unit usage benefit according to the unit usage points to the origin player of the used remaining item (step S11).
[0185] The notification control unit 243 also performs notification control processing, and controls the notification to the origin player that the remaining item has been used by the using player (here, the player of interest) (step S13). For example, as described with reference to Fig. 12, the notification control unit 243 controls the player terminal 1500 of the origin player to display a notification screen showing a message to that effect.
[0186] Next, the disappearance control unit 233 starts the disappearance control process for the remaining item (step S15). Through this process, the disappearance condition of the remaining item is added to the monitoring target, and the disappearance condition set in step S6 for the remaining item is monitored. Then, if any of the remaining items satisfy the disappearance condition, the associated control is terminated and the item disappears.
[0187] Thereafter, the process returns to step S3 (step S17: NO) until the game is ended, and the above-mentioned process is repeated. When the game is ended (step S17: YES), the use total evaluation unit 237 performs a use total evaluation process, obtains a use total evaluation point for the noted player, and evaluates the use of the remaining items in total (step S19). The used total evaluation unit 239 performs a used total evaluation, obtains a used total evaluation point for the noted player, and evaluates the use of the remaining items in total (step S21). Then, the grant control unit 241 calculates the total use evaluation points for the noted player, which are the use total evaluation points obtained in step S19 and the used total evaluation points obtained in step S21, as a grant control process (step S23), and performs control to grant a total use benefit according to the total use evaluation points (step S25).
[0188] As described above, according to this embodiment, in a game in which multiple players participate, a mechanism can be realized that allows even a player with a low playing level among the multiple players to contribute to the game, thereby stimulating the players' motivation to play the game. Also, even a player with a high playing level can have an opportunity for other players to use the remaining items that he or she used, so that the motivation of the player can be stimulated in the same way.
[0189] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.
[0190] [Variation 1] In the above embodiment, the server system 1100 of the client-server type game system 1000 is taken as an example of the application of the present invention, but the present invention is not limited to this. For example, it can be realized by connecting a plurality of player terminals 1500 in a peer-to-peer manner. In this case, one of the player terminals 1500 is made to take on the functions of the server system 1100 of the above embodiment. Alternatively, the functions of the game management unit 230 may be shared among the plurality of player terminals 1500. A computer system is formed by connecting a plurality of player terminals 1500 in this manner.
[0191] Specifically, an example of the functional configuration of the player terminal 1500A that shares the functions of the server system 1100 of the above embodiment is shown in Fig. 19. In Fig. 19, the same components as those of the above embodiment are given the same reference numerals. In this case, the server system 1100 mainly performs user registration, management of the information, and matching, and provides the information in response to a request from the player terminal 1500A.
[0192] 19, in the player terminal 1500A of this modification, the terminal processing unit 200 has a game management unit 230, and the game screen display control unit 273 is omitted. That is, the player terminal 1500A of this modification does not acquire data for displaying an image of a game screen from the server system 1100, but the game management unit 230 executes processing related to game management to control the progress of the game and generate an image of the game screen. The terminal storage unit 500 of this player terminal 1500A stores a game program 504 for causing the terminal processing unit 200 to function as the player terminal calculation unit 270 and the game management unit 230, and stores user management data 510 related to the player of the player terminal 1500A, play data 550 related to the game play in which the player participates, and game setting data 530.
[0193] The process flow of the player terminal 1500A of this modified example is basically the same as the flowchart shown in FIG. 18, and each step may be interpreted as being executed by the game management unit 230 of the player terminal 1500A.
[0194] According to this modification, the same effects as those of the above embodiment can be obtained. Note that the player terminal 1500 may be configured to take on only a part of the functions of the game management section 230, rather than taking on all of the functions.
[0195] [Variation 2] In the above embodiment, when a player uses a weapon item, if there is a remaining item within the cooperation range and the origin attribute of the remaining item matches the cooperation establishment attribute 643 of the weapon item used, a cooperation attack is established. In contrast, the conditions for establishing a cooperation attack may include that the intimacy between the attacking player and the origin player is a predetermined value or more (the intimacy level is a predetermined level or more). In other words, if there is a remaining item that satisfies the intimacy condition between the attacking player and the origin player within the cooperation range, it may be determined that a cooperation attack is established in cooperation with the remaining item. According to this modified example, a remaining item left by a player with a high degree of intimacy is included within the cooperation range to establish a cooperation attack and efficiently inflict damage on an enemy character.
[0196] In this case, the remaining items may be provided with a display indicating whether they satisfy the intimacy condition and are therefore eligible for a combo attack, or the display mode of the remaining items that satisfy the intimacy condition may be variably controlled. The manner of change control may be, for example, to illuminate the area around the remaining items or to flash the display of the remaining items, as in the above embodiment.
[0197] [Variation 3] Also, a combination attack may be unconditionally established for any remaining item that is within the combination range. In that case, the player does not need to be aware of the attributes of the remaining item, and can perform a combination attack with the remaining item by using a weapon item (by hitting an enemy character with the weapon item) so that the remaining item is within the combination range (preferably as many as possible).
[0198] In addition, in the case of this modified example, the evaluation of use may be performed with consideration given to the compatibility of attributes. That is, a combination attack in cooperation with a remaining item is determined as the second use mode of the remaining item, and when the use is determined, the attribute compatibility between the weapon item related to the combination attack and each remaining item within the combination range is first determined. Then, for example, when both have the same attribute and there are remaining items with attributes that are compatible with each other, the unit use point may be adjusted higher according to the number of such items.
[0199] [Variation 4] In the above embodiment, the control of changing the display mode of the remaining item that allows a combo attack has been described. However, a control of changing the display mode of the remaining item that is approaching its disappearance time may be performed separately. For example, if the remaining item has a disappearance condition of a timing after the remaining time, it is determined that the disappearance time is approaching at a timing a predetermined time before that, and the control of changing the display mode is performed. If the remaining item has a disappearance condition of a number of uses, it is determined that the disappearance time is approaching at a time when it is used one number less than that, and the control of changing the display mode is performed. According to this, it is possible to present to the player the remaining items that are approaching their disappearance time by displaying them in a manner that is distinguishable from the other remaining items. The manner of the change control is not particularly limited, but may be, for example, a manner in which the periphery of the remaining item is illuminated, the display of the remaining item is blinked, or a manner in which a mark indicating that the disappearance time is approaching may be attached near the remaining item.
[0200] [Variation 5] In addition, the contents of variably controlling the given benefit according to the given benefit providing condition based on the result of the evaluation of the use of the remaining item are not limited to the above-mentioned embodiment. For example, a benefit may be provided according to the depth indicated by the status after use (current status 563; see FIG. 16), or a benefit may be provided according to the length of the remaining time of the remaining item. The length of the remaining time can be determined, for example, based on the setting of the disappearance condition 569 or the setting for extending the life in the synthesis data 599. In addition, for example, a part of an enemy character that is easily damaged, such as a vital point, or a part of an enemy character that is easily used as a foothold or a handrail, may be set in advance, and a benefit may be provided according to whether or not the attached position of the used remaining item is in the corresponding part.
[0201] In this case, for example, the usage evaluation is performed by adding unit usage points according to the remaining status of the remaining items such as the depth (status), the length of remaining time, and the associated location. Then, the unit usage benefit may be awarded based on the result of the usage evaluation. Of course, this may be realized by awarding a benefit other than the unit usage benefit.
[0202] According to this, it is possible to variably set the benefit to be given to the origin player when the remaining item is used, depending on the ease of use based on the remaining state of the remaining item. In other words, it is possible to give a more luxurious benefit to the origin item when the remaining item is actually used, for a remaining item that can be used for a long time because it has a long remaining time, a remaining item that has a shallow tip and is easy to insert deeper for additional attacks, a remaining item attached to an easy-to-use position, etc.
[0203] In addition, the contents of the notification control for the first player in the notification control process may be variably set based on the remaining status of the remaining items, such as the depth, remaining time, and associated position described here. For example, if the item is stuck deeper than a predetermined depth, if the remaining time is greater than a predetermined time, or if the associated position is a specific part such as a vital point, the notification may be given with a special explanation of that fact, and the notification may praise the player for the skillful game play regarding the remaining items.
[0204] [Variation 6] Also, a second total usage evaluation using remaining time may be performed separately from or instead of the total usage evaluation performed in the total usage evaluation process. In this case, the game management unit 230, as the second total usage evaluation means, reads out the actual remaining time 572 (see FIG. 16) of the remaining items used by each player who participated in the game as a user player. Then, the second total usage evaluation of the remaining items may be performed by calculating the sum, maximum value, or average value of the read remaining times. For example, any one of the values may be calculated as the second total usage evaluation point, or the second total usage evaluation point may be calculated by adding up the respective values.
[0205] In this case, a data table may be prepared that defines the content of the second usage benefit for each value range of the second total usage evaluation points, and the second usage benefit may be granted to the player according to the second total usage evaluation points. [Explanation of symbols]
[0206] 1000…Game System 1100...Server system 100s…Operation input section 200s…Server processing section 210...User Management Department 230…Game Management Department 231...Associated control unit 233... Disappearance control unit 235…Usage Evaluation Department 237…Total Usage Evaluation Section 239…Total Utilization Evaluation Section 241...Given control unit 243...Notification control unit 245…Intimacy setting section 247...Display form change control unit 249…Coordinated attack determination section 251...Synthesis control section 290s…Image generation section 292s…sound generation section 294s…Communication control section 390s...Image display section 392s…Sound output section 394s…Communication Department 500s…Server storage 501...Server program 503...Streaming game client program 510...User management data 518…Intimacy Data 519…Friend List 530...Game setting data 531...Unit use benefit data 533…Total usage benefit data 550...Play data 560…Remaining item data 563…Current status 565…Associated position (hit position) 567…Timing of start of additional display 569…Disappearance conditions 572…Remaining time 575…Current usage 580…Data used 581...Origin player ID 583…Origin attribute 585…Damage dealt when used 590…Usage data 591...Player ID 593...Type of usage 595…Damage dealt when used 597…Unit evaluation points 599…Synthetic data 600...Parameter setting data 610...Attributes 620…Damage setting 630...Basic effect 631...Basic type 633 - Damage dealt 640…Co-attack effect 641…Type when linked 643…Collaboration Attributes 645: Additional damage 650…Effect when remaining 651 - Damage dealt 660…Setting the condition for disappearance when remaining 1500, 1500A...User terminal 100...Operation input section 200...Terminal processing section 270...user terminal computing unit 271...Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294…Communication control unit 390...Image display section 392…Sound output section 394…Communications Department 500…Device memory section 502 - Game client program 504...Game program N…Network 2. User 3...Player character 5...Enemy character 7. Weapon item 9. Remaining items 11...Status display 13...Aiming cursor
Claims
1. A computer system for controlling execution of a game in which a plurality of players control their own player characters to fight against enemy characters, comprising: an attachment control means for performing display control for attaching the item used by the first player against the enemy character to the enemy character as a remaining item; a utilization evaluation means for determining whether or not the remaining item has been utilized in an attack action against the enemy character by the second player, and for evaluating utilization of the remaining item; a granting control means for controlling granting of a benefit to the first player and / or the second player based on a result of the usage evaluation; A computer system comprising:
2. The provision control means variably controls the provision of the benefit in accordance with a given benefit provision condition based on the result of the usage evaluation.
2. The computer system of claim 1.
3. A computer system for controlling execution of a game in which a plurality of players control their own player characters to fight against enemy characters, comprising: an attachment control means for performing display control for attaching the item used by the first player against the enemy character to the enemy character as a remaining item; a utilization evaluation means for determining whether or not the remaining item has been utilized in an attack action against the enemy character by the second player, and for evaluating utilization of the remaining item; a notification control means for controlling a notification to the first player based on a result of the usage evaluation; A computer system comprising:
4. the item is a weapon item that inflicts damage on the enemy character, the attachment control means performs control to attach, as the remaining item, the weapon item that the first player has hit the enemy character to a position based on the hit position; A computer system according to any one of claims 1 to 3.
5. the utilization evaluation means determines that the second player has used the remaining item to damage the enemy character as a first utilization mode of the remaining item, and performs the utilization evaluation.
5. The computer system of claim 4.
6. a combination attack determination means for determining an attack by the second player as a combination attack in cooperation with the remaining item when the remaining item is within a predetermined range based on a hit position where the second player hits the enemy character with a weapon item, the utilization evaluation means determines that the coordinated attack has been established as a second utilization mode of the remaining item and performs the utilization evaluation. A computer system according to any one of claims 1 to 5.
7. The remaining item can be used as a hook for the player character to move; the use evaluation means determines that the second player has used the remaining item as the hook portion as a third use mode of the remaining item, and performs the use evaluation. A computer system according to any one of claims 1 to 6.
8. The items can be synthesized or combined with each other (hereinafter referred to as "synthesis, etc."), the utilization evaluation means determines that the second player has combined the second player's item with the remaining item as a fourth utilization mode of the remaining item, and performs the utilization evaluation. A computer system according to any one of claims 1 to 7.
9. a first usage total evaluation means for evaluating, for each of the plurality of players, the total usage of the remaining items related to the player using at least one of the number of times the player has used the remaining items as the second player, the usage manner, and the amount of damage inflicted on the enemy character by an attack action related to the usage; A computer system according to any one of claims 1 to 8, comprising:
10. the associated control means includes an extinction control means for controlling the remaining item to be extinguished when an extinction condition set for the remaining item is satisfied, a second usage total evaluation means for evaluating, for each of the plurality of players, the total usage of the remaining items related to the player by using a remaining time until the remaining items used by the player as the first player disappear; A computer system according to any one of claims 1 to 9, comprising:
11. a utilization total evaluation means for evaluating, for each of the plurality of players, the utilization of the remaining items related to the player by using at least one of the number of times the remaining items attached to the enemy character by the player as the first player have been used by another player as the second player, the manner of utilization, and the amount of damage inflicted on the enemy character by an attack action related to the utilization; A computer system according to any one of claims 1 to 10, comprising:
12. The item has attributes defined therefor, a display mode change control means for variably controlling a display mode of the remaining item in accordance with an attribute of the remaining item; A computer system according to any one of claims 1 to 11, comprising:
13. the display mode change control means variably controls a display mode of the remaining item in accordance with a given attribute compatibility based on an attribute of the remaining item and an attribute of an item of the second player used by the second player; the utilization evaluation means performs a utilization evaluation of the remaining item by using the remaining item and an item of the second player used by the second player; 13. The computer system of claim 12.
14. A setting means for setting an intimacy level between players is provided, the utilization evaluation means performs the utilization evaluation based on a degree of intimacy between the first player and the second player; A computer system according to any one of claims 1 to 13.
15. the setting means updates the degree of intimacy between the first player and the second player based on a result of the usage evaluation.
15. The computer system of claim 14.
16. a player terminal for each player; A server system which is a computer system according to any one of claims 1 to 15; A game system connected so as to be communicatively connected thereto.
17. A program for causing a computer system to control execution of a game in which a plurality of players control their own player characters to fight against an enemy character, comprising: an attachment control means for performing display control to attach the item used by the first player against the enemy character to the enemy character as a remaining item; a utilization evaluation means for determining whether or not the remaining item has been utilized in an attack action against the enemy character by the second player, and for evaluating utilization of the remaining item; a granting control means for controlling the granting of a benefit to the first player and / or the second player based on a result of the usage evaluation; A program for causing the computer system to function as the
18. A program for causing a computer system to control execution of a game in which a plurality of players control their own player characters to fight against an enemy character, comprising: an attachment control means for performing display control to attach the item used by the first player against the enemy character to the enemy character as a remaining item; a utilization evaluation means for determining whether or not the remaining item has been utilized in an attack action against the enemy character by the second player, and for evaluating utilization of the remaining item; a notification control means for controlling a notification to the first player based on a result of the usage evaluation; A program for causing the computer system to function as the
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