Program, terminal, and game system
By introducing a second game element into the game system and revealing attributes using the number and order of touch operations, the problem of insufficient user excitement in existing games is solved, and the user's sense of participation and gaming experience is improved.
Patent Information
- Application Number
- JP2024201192
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-18
- Publication Date
- 2025-01-30
- Estimated Expiration
- 2040-01-30
AI Technical Summary
It is difficult to effectively enhance the user's sense of excitement and participation in existing games, especially when displaying game elements.
By introducing a second game element into the game system, providing operation assistance information, and gradually revealing the attributes of the game element through the number and order of touch operations, increasing the user's sense of expectation and participation.
By gradually revealing the attributes of game elements, users' excitement and participation are enhanced, and the interactive and fun of the game experience is improved.
Smart Images

Figure 2025015753000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a terminal, and a game system. [Background technology]
[0002] In recent years, games using platforms such as smartphones and mobile phones have become popular. For example, there are games in which a virtual object such as a character is assigned to a user (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Special Publication No. 2015-516177 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, it is required to provide a display that enhances the user's interest. Therefore, the problem that the present invention aims to solve is to provide a display that enhances the user's interest. [Means for solving the problem]
[0005] One aspect of the present invention is a program that causes a computer to execute an acquisition process for acquiring a plurality of game elements, a display process for displaying the plurality of game elements in a first display mode in a display area, a detection process for detecting the number of operations on the game elements, and a change process in which the number of operations for changing the game elements from the first display mode to a second display mode is predetermined according to each attribute of the game elements, and game elements having lower attributes are changed to the second display mode earlier than game elements having higher attributes.
[0006] One aspect of the present invention is a terminal comprising: an acquisition means for acquiring a plurality of game elements; a display means for displaying the plurality of game elements in a first display mode in a display area; a detection means for detecting the number of operations on the game elements; and a change means for changing game elements having lower attributes to the second display mode before game elements having higher attributes, the number of operations for changing the game elements from the first display mode to the second display mode being predetermined according to each attribute of the game elements.
[0007] One aspect of the present invention is a game system comprising: an acquisition means for acquiring a plurality of game elements; a display means for displaying the plurality of game elements in a first display mode in a display area; a detection means for detecting the number of operations on the game elements; and a change means for changing game elements having lower attributes to the second display mode before game elements having higher attributes, the number of operations for changing the game elements from the first display mode to the second display mode being predetermined according to each attribute of the game elements. Effect of the Invention
[0008] According to the present application, it is possible to perform a display that enhances the user's interest. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. [Diagram 3] FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or card use preparation phase of a competitive game. [Figure 4] FIG. 4 is a diagram showing an example of operations in the standby phase or card use preparation phase of a competitive game displayed on the display 11 of the player terminal 1. In FIG. [Diagram 5] FIG. 5 is a diagram for explaining an example of a display mode of a card. [Figure 6] FIG. 6 is a diagram for explaining an example of the timing at which the display mode of a card changes. [Figure 7] FIG. 7 is a schematic diagram of the player terminal 1. [Figure 8] FIG. 8 is a diagram for explaining an example of player data. [Figure 9] FIG. 9 is a diagram for explaining an example of card data. [Figure 10] FIG. 10 is a diagram for explaining an example of a card display format. [Figure 11] FIG. 11 is a schematic diagram of the game server 2. [Figure 12] FIG. 12 is a sequence diagram for explaining the operation in the first embodiment. [Figure 13] FIG. 13 is a flow diagram illustrating the card acquisition process. [Figure 14] FIG. 14 is a diagram for explaining an example of the card acquisition menu screen. [Figure 15] FIG. 15 is a flow diagram for explaining the card providing process. [Figure 16] FIG. 16 is a flow diagram for explaining the card display process. [Figure 17] FIG. 17 is a flow diagram illustrating the card display process according to the second embodiment. [Figure 18] FIG. 18 is an example of a display screen in the second embodiment. [Figure 19] FIG. 19 is a diagram for explaining an example of a rendering in the second embodiment. [Figure 20] FIG. 20 is a diagram for explaining an example of a rendering in the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [System Overview] Fig. 1 is a diagram showing an example of the overall configuration of a game system according to the present invention. As shown in Fig. 1, the game system is configured with a player terminal 1 provided for each game player (A, B, ..., n (n is a natural number)), and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0011] The communication line N means a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0012] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.
[0013] The game server 2 is a server system including one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of the present invention, and can manage data required for operating the game, and distribute game programs and data required for executing the game on the player terminals 1, etc.
[0014] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11, a touch operation panel 12 that is integral with the display 11, and a speaker 13. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, etc., which are not shown.
[0015] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, a VRAM, a RAM, and a ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0016] [Game Description] To aid in understanding the present invention, a game will be described below. The game described in the present invention will be described by taking as an example a battle game using a first game element owned by a player in the game system described above.
[0017] Here, the first game element is a character, and is expressed by being embodied in an image including a still image and a moving image, a virtual or real object, etc. Examples of virtual or real objects are, for example, a virtual card displayed on a computer, a real card, etc. The first game element is used as a means of attack or defense used by a player (including a non-player operated by a computer) in a battle in the game. The object is not limited to a card, and is not limited to a card as long as it is configured to be able to identify a game element associated with the object. The object may be, for example, a shaped object such as a figure having the appearance of a game element. In the following description, the first game element that can be made to appear by using a card in the game to be executed is a character whose behavior is controlled based on the player's operation, and the card is described as having a pattern of the corresponding character (an image showing the appearance of the character). Furthermore, it goes without saying that the present invention is not limited to this, and the card for the purpose of identifying a game element of the game to be executed is not limited to one configured to be able to identify a game element such as a character, but may be one that identifies other game elements such as an item or an effect to be activated.
[0018] Furthermore, in a battle game to which the present invention is applied, a second game element different from the first game element is added. The second game element is a character, but does not necessarily need to be associated with a virtual or physical object.
[0019] The second game element has a property of providing the player with operation assistance information, which is information related to the progress of the game, at least during the phase in which the player can operate during the battle in the game. In other words, the second game element is different from the first game element, the behavior of which is controlled based on the operation of the player, and can be said to provide operation assistance information autonomously or spontaneously within the game.
[0020] The operation assistance information provided by the second game element can be of any type as long as it is information related to the game, but examples include explanatory information that is information necessary for game progress, such as explanations of operation methods, operation instructions, and explanations of terminology, and tactical information that is a strategy for battle strategies, such as information on the selection or action of the first game element (advice information on card selection, opponent's cards to be attacked, etc.) and information that gives an advantage in the progress of battles in the game (advice information on the types of cards that will give an advantage in the game battle results).
[0021] The second game element is acquired by selecting from a plurality of second game elements. The second game element can use the first game element in the game. Using the first game element includes selecting the first game element in the game or determining the behavior of the character of the first game element. If the first game element is, for example, a card, the second game element autonomously or spontaneously (actively) determines the selection of the card or the behavior (movement) of the character of the card in the battle in the game. In other words, like the function of a non-player operated by a computer, it performs an operation similar to the selection of the first game element or the determination of the behavior of the character of the card performed by a player. However, while a conventional non-player is operated by a computer instead of a human player, the second game element is different in that it exists separately and independently from the human player and uses the first game element. And, unlike a conventional non-player, the player and the second game element form one group (pair) and play against the opposing player.
[0022] Furthermore, the second game element is called a buddy or codeman, and has character information. This character information is the game strength (level) and attribute information (gender, personality, etc.) of the second game element. The character information influences the autonomous or spontaneous (active) behavior (use of the first game element) of the second game element. In other words, the character information is the ability of the second game element, and differences in this ability result in different autonomous or spontaneous (active) behavior (use of the first game element) of the second game element. Furthermore, this character information changes when the second game element is selected or as the game progresses.
[0023] The autonomous or spontaneous (active) behavior of the second game element as described above is performed based on information provided by an AI function provided in the game server 2. This AI function is an AI function obtained by machine learning using the contents and results of game progress of many battle games as teacher data. Representative machine learning methods include, but are not limited to, deep learning, reinforcement learning, or a combination thereof.
[0024] Furthermore, the content or timing of providing the autonomous or spontaneous operation assistance information of the second game element changes depending on the character information possessed by the second game element. This character information changes depending on the progress of the game. The character information can have a plurality of parameters. For example, in this embodiment, the character information includes a parameter (hereinafter referred to as level) that changes depending on the experience points obtained as a result of the game, a parameter (hereinafter referred to as card understanding) that changes depending on the frequency of use of the type of the first game element, a parameter (hereinafter referred to as personality) that changes depending on the usage ratio of the type of the first game element, and a parameter (hereinafter referred to as synchronization level) that changes depending on a predetermined event.
[0025] The level indicates the basic level of the second game element, and increases with experience points gained through battling. As the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriate operation support information can be provided according to the game situation.
[0026] Card understanding is the level of understanding of the first game element (such as the level of understanding of the effect activated by the character on the card), and the higher the level of understanding, the more operational support information can be provided that appropriately informs the player of the timing to use the first game element (card).
[0027] The personality represents the attributes of the second game element, and changes depending on the proportion of the attributes of the first game element (each character has an attribute).
[0028] The synchronization level increases by achieving a specific event in the game. A specific event is logging into the game or a second game element acting together with the player in the game. Depending on the synchronization level, the content of the operation support information varies. For example, the higher the synchronization level, the higher the expression of intimacy.
[0029] The AI function of the game server 2 has a plurality of AI functions according to the above-mentioned character information, and can provide operation assistance information according to the height of the character information. That is, the higher the character information of the second game element is, the more appropriate operation assistance information can be provided.
[0030] [Game Overview] An overview of the game will be explained using the display screen of the display 11 of the player terminal 1.
[0031] In the game of this embodiment, the player uses virtual game cards (hereinafter simply referred to as "cards"), which are the first game elements (game objects), in the game. Multiple types of cards are prepared, and each type is distinguished by a combination of the character's abilities and card attributes associated with it. The character's abilities are determined by ability parameter values such as level, attack power, and HP used in a battle against an opponent such as a computer-controlled enemy character or another player. The card attributes are determined by a color such as red or blue, a number, or the like.
[0032] When registering an account, a player is given the minimum number of cards required for battle, and can also acquire cards during the game, by purchasing them as paid items, or through a lottery called gacha. In addition, cards can be acquired by acquiring a physical game card (hereinafter referred to as a "real card") and going through a registration procedure to make the acquired real card usable in the game. Specifically, when a player goes through the registration procedure for a real card, he or she can acquire a card of the card type associated with that real card.
[0033] Then, the player constructs a deck using a predetermined number of cards (for example, 40 cards) from the cards he owns, and challenges a battle using the deck. The player needs to organize the deck before starting a battle. The deck can be organized from the deck organization menu that is presented as one of the card menus by touching the home screen or the like. If the player has enough cards, he or she can organize and set multiple decks. A battle using a deck is one in which victory or defeat against an opponent is decided using at least the ability parameter values (character information of the first game element) and the set values of the card attributes that are set for the cards that compose the deck (deck cards).
[0034] When starting a game, the player completes account registration, during which the player selects a preferred second game element from a plurality of second game elements.
[0035] When preparations for a battle are complete, the player can begin the battle by selecting (touching) the battle menu from the home screen that appears after logging in.
[0036] 3 is a diagram showing an example of a battle screen of a battle game displayed on the display 11 of the player terminal 1. The screen of the display 11 has a first player area 40 in which the player's own cards and the like are set, and a second player area 41 in which the opponent player's cards and the like are set. In addition, at the boundary between the first player area 40 and the second player area 41, operation information 42 relating to operations in the ongoing battle, such as "Please select a card" and "Opponent is acting", is displayed.
[0037] The first player area 40 and the second player area 41 each have a hand area 43, a field area 44, a base area 45, and a life area 46. The areas in the first player area 40 and the second player area 42 are located symmetrically with respect to the operation information 42. The hand area 43 in the first player area 40 and the second player area 41 is where cards (hand cards) acquired from the player's own deck are placed. The field area 44 in the first player area 40 and the second player area 41 is where cards selected by the player from the hand area 43 or the base area 45 are placed. The cards in the hand area 43 can be placed in the field area 44 by spending a predetermined cost. Placing a card in the field area 44 is also called summoning a character. The card placed in the field area 44 can activate the action or effect of the card. In the base area 45 of the first player area 40 and the second player area 41, cards and mana items that are consumed as a cost for placing cards in each field area 44 are placed. The life area 46 of the first player area 40 and the second player area 41 includes a player life area 47 which is an area for the player who has a life (HP), and a force life area 48 which is an area for a first object (force) which also has a life. In the player life area 47 of the first player area 40 and the second player area 41, a game object (second object) of a second game element corresponding to the player and a life value of the player are displayed. In the force life area 48, the first object and a life value of the first object are displayed. The first object exerts a specific effect in the game.
[0038] In a battle, a player's turn and an opponent's turn are alternated. Each turn is made up of a number of phases, such as a standby phase, a mana phase (a phase for preparing to use cards), and a main phase (a battle phase).
[0039] The standby phase is made up of steps such as placing one card drawn from the deck in the hand area 43.
[0040] In the mana phase, a player can place cards or mana items in his / her base area 45. For example, as shown in FIG. 4, a player touches (selects) a card in the hand area 43 with a finger and drags it to the base area 45 to move the card to the base area 45. Also, a mana item displayed at a predetermined position in the first player area 40 during the mana phase can be placed in the base area 45 by touching (selecting) it with a finger and dragging it to the base area 45. Cards and mana items placed in the base area 45 can be consumed as costs. Note that a player may end the mana phase without placing any cards or mana items in the base area 45.
[0041] In the main phase, the player can determine and execute card actions such as summoning a character, attacking an opponent, activating card effects, and moving cards.
[0042] The present invention provides a display that enhances the player's interest when the player acquires cards for a game played by operating as described above. Here, in order to enhance understanding of the present invention, a screen that is displayed on the display 11 when the player acquires a card will be described. In the following description, an example will be given in which the player acquires a set of eight cards, but the number of cards is not limited to this.
[0043] Cards acquired by a player are first displayed in a display mode in which the type of card cannot be identified. That is, a back image common to all cards is displayed in a predetermined position. An example of how the back image of a card is displayed on the display 11 is shown in Fig. 5(a). The example shown in Fig. 5(a) is just one example, and other display modes may be used as long as the type of card cannot be identified.
[0044] In order to know the type of the acquired card, the player performs an operation to display the image of the front side of the card, which is a display mode that allows the type of the card to be identified. This operation is performed by inputting using the touch operation panel 12 to the area of the display 11 where the back side image of the card is displayed. Examples of the operation include tapping, swiping, etc. FIG. 5(b) shows an example of swiping the area where the back side images of the cards are arranged, and FIG. 5(c) shows an example of tapping the back side images of each arranged card in sequence. The examples shown in FIGS. 5(b) and (c) are merely examples, and the start and end points of the swipe and the order of the taps are not limited to these. In the following explanation, a case of swiping will be used as an example of the operation.
[0045] In the present invention, the number of operations (timing) required to display the front image of a card varies depending on the rarity of the card. The operation to display the front image of a card will be described in detail with reference to FIG.
[0046] 6(a) is an example of a display screen when a player acquires cards. The back images of all cards are displayed, and the cards are virtually turned backside down.
[0047] The player swipes the area on the display 11 where the back image of the card is displayed. Fig. 6(b) is an example of a display screen displayed on the display 11 when one swipe is performed. In the first swipe, the front image of the card with the lowest rarity is displayed, so in Fig. 6(b), the card with the lowest rarity becomes the front side, and the other cards keep their back sides.
[0048] The player again swipes the area of the display 11 where the back image of the card is displayed. FIG. 6(c) is an example of a display screen displayed on the display 11 when the player swipes twice. With the second swipe, the front side of the card with the second lowest rarity is displayed. Since the front side image of one card with the second lowest rarity is displayed, in FIG. 6(c), the two cards with the first and second lowest rarity are shown as front sides, and the other two cards keep their back sides. The player repeats the swipe 1, 2, 3, ... n times (n: natural number) until the front side images of all the cards are displayed.
[0049] In this way, the number of swipes performed by the player increases as the rarity of the card increases, i.e., the time for which the back image is displayed increases as the rarity of the card increases.
[0050] As described above, the number of operations required to change a display mode in which the type of card obtained by a player cannot be identified to a display mode in which the type of card can be identified varies depending on the rarity of the card.
[0051] [composition] Fig. 7 is a block diagram showing an example of a functional configuration of the player terminal 1. As shown in Fig. 7, the player terminal 1 includes an operation input unit 50, a storage unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, and a communication unit 55.
[0052] The operation input unit 50 allows the player to input various operations, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 50 can be realized by, for example, an element that is directly operated by the player's fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, the touch operation panel 12 corresponds to this.
[0053] Programs for operating the player terminal 1 and implementing various functions of the player terminal 1, data used during execution of these programs, etc. are stored in advance or temporarily stored each time processing is performed in the storage unit 51. The storage unit 51 can be realized by, for example, a RAM, a ROM, an IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, etc.
[0054] A system program and a game program are stored in the storage unit 51. The system program is a program for implementing basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game calculation unit 61. This program is distributed from the game server 2 or another application distribution server, etc., when the player completes account registration.
[0055] Furthermore, player data and card data are stored in the storage unit 51. In addition, data on items owned by the player, model data and texture data for displaying images of game elements, motion data, effect data, background images of the game screen, sound data such as sound effects, etc. are distributed as data necessary for the game and stored in the storage unit 51.
[0056] The player data stores owned card identification information and deck setting information. FIG. 8 is a diagram showing an example of player data. The owned card identification information is identification information of cards acquired by a player. When a player has multiple identical cards, multiple cards with the same identification information are stored. In a battle using cards, a deck is constructed using a predetermined number (e.g., 40) of cards that the player owns, and a battle play using the deck is played against an opponent. The deck setting information is information indicating whether the player has set the card in the deck. When the player sets the card in the deck, the deck setting information is checked (turned on).
[0057] Card data is information about all cards set in the game. Fig. 9 is a diagram showing an example of card data. The card data stores card identification information, identification information of the image on the front side of the card, character abilities, and card attributes in association with one another. Fig. 9 shows an example in which HP is stored as information about character abilities, and rarity is stored as information about card attributes.
[0058] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on the programs and data stored in the memory unit 51, the operation input signal from the operation input unit 50, etc. The functions of the processing unit 52 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 52 includes a game calculation unit 61, a communication control unit 62, and a detection unit 63 as its main functional units.
[0059] The game calculation unit 61 executes various game processes of this embodiment. The game calculation unit 61 includes a card providing unit 71, a display control unit 72, a game management unit 73, and a sound control unit 74.
[0060] The card providing unit 71 performs processing related to the provision of cards. A card is provided to a player by satisfying a predetermined condition for card provision. The predetermined condition includes payment of a price (money, in-game currency, points acquired by a player by participating in a lottery event held on the Internet, etc.), exchange with a reward acquired for a player's actions in or outside the game, registration of a user account, etc. When a player operates the touch operation panel 12 of the player terminal 1 to input a card provision request, the card providing unit 71 transmits the card provision request to the game server 2 via the communication unit 55. The card providing unit 71 receives, via the communication unit 55, identification information of a card transmitted from the game server 2 when the card provision condition is satisfied. The card providing unit 71 adds the received identification information of the card to the user data of the storage unit 51. The card providing unit 71 reads out the rarity values and card image identification information of all the received cards from the card data based on the identification information of all the received cards. The card providing unit 71 associates the read rarity value and the identification information of the card image with the card identification information and outputs them to the display control unit 72 as acquired card rarity information.
[0061] The display control unit 72 controls the display of images of the game in general displayed on the display 11. When acquired card rarity information is output from the card providing unit 71, the display control unit 72 displays the back image of the card on the display 11 according to a card display format in which the position for displaying each card on the display 11 is indicated. Furthermore, each acquired card is assigned to each position of the card display format. FIG. 10 is a diagram for explaining the card display format. The arrangement of cards displayed on the display 11 is determined in advance, and position identification information is attached to each position where the card is arranged. FIG. 10 is an example in which position identification information is assigned in order from 1 to 8. The display control unit 72 assigns the card identification information of the acquired card to each position identification information, and displays the front image of the card at the position of the assigned position identification information.
[0062] When the detection unit 63 detects an input operation by the player, the display control unit 72 checks the rarity values of cards whose faces are not displayed on the display 11, and reads out an image of the face of the card from the storage unit 51 based on the card image identification information of the card with the lowest rarity value among those cards. The display control unit 72 displays the read image at the position of the position identification information assigned to that card. The display control unit 72 checks the rarity values of cards whose faces are not displayed until the faces of all cards are displayed, and displays the image of the face of the card with the lowest rarity value.
[0063] The game management section 73 manages the overall progress of the game.
[0064] The audio control unit 74 generates audio signals such as sound effects and background music related to the game, audio information for operation assistance information, various operation sounds, etc., and outputs them to the audio output unit 54. The functions of the audio control unit 74 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of playing audio files, etc.
[0065] The communication control unit 62 performs communication connection and data processing for data communication with the game server 2 via the communication unit 55 described later.
[0066] The detection unit 63 detects whether an input that matches a preset condition has been input from the operation input unit 50. In the following explanation, the detection unit 63 detects a press on a predetermined area on the display 11.
[0067] The image display unit 53 displays various game screens based on image signals input from the display control unit 71. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 2, the image display unit 62 corresponds to the display 11.
[0068] The audio output unit 54 is for outputting sound effects and the like related to the game based on the audio signal input from the audio control unit 74. In FIG.
[0069] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, and the like.
[0070] A description will now be given of the configuration of the game server 2. Fig. 11 is a block diagram showing an example of the functional configuration of the game server 2.
[0071] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.
[0072] The processing unit 91 includes a player management unit 101 , a game management unit 102 , and a provided card determination unit 103 .
[0073] The player management unit 101 uses user information data to manage accounts, game progress, and the like for each connected player terminal 1.
[0074] The game management unit 102 receives card setting information, information on the game match, and the like from the player terminal 1, and performs match processing using the card setting information, information on the game match, and card data.
[0075] The card to be provided determination unit 103 receives a card providing request from the player terminal 1 via the communication unit 93, and determines whether the conditions for providing a card are met. If the conditions for providing a card are met, the card to be provided determination unit 103 transmits identification information of a card to be provided to the player to the player terminal 1 via the communication unit 93. The identification information of a card to be provided to a player is determined according to a condition (acquisition probability) preset according to the rarity of each card.
[0076] The communication unit 92 connects to a communication line N to realize communication.
[0077] A system program and a game program are stored in the memory unit 93. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as a player management unit 101, a game management unit 102, and a provided card determination unit 103.
[0078] Furthermore, the recording unit 92 stores user information data and card data.
[0079] The user information data is basic data of the players participating in the game, and the user information data for each player is recorded. The user information data includes identification information of the cards held by the user. The card data is the same data as the card data held by the player terminal 1.
[0080] [Operation] The operation of this embodiment will be described below with reference to Fig. 12, which is a sequence diagram for explaining the operation of this embodiment.
[0081] A player operates the player terminal 1 to request acquisition of a card (step 1).
[0082] When the player terminal 1 accepts a request to acquire a card from a player, it executes a card acquisition process (step 2).
[0083] When the game server 2 receives the card acquisition request from the player terminal 1, it executes a card providing process (step 3).
[0084] When the game server 2 provides the cards to the player terminal 1, the player terminal 1 executes a card display process (step 4). The card display process includes a process in which the player operates the touch operation panel 12 of the player terminal 1 to input during the execution of the card display process (step 5).
[0085] Next, the card acquisition process (step 2) executed by the player terminal 1 will be described in detail with reference to the flow diagram of FIG.
[0086] The image display unit 53 displays a card acquisition menu as shown in Fig. 14 on the display 11 (step 21). The player operates the touch operation panel 12 of the player terminal 1 to request acquisition of a card. The example shown in Fig. 13 indicates that the player has operated the touch operation panel 12 to select "Card Pack 1".
[0087] The detection unit 63 detects the content input by the player by operating the touch operation panel 12, in this case the selection of "Card Pack 1", and notifies the card provision unit 71 that "Card Pack 1" has been selected (step 22).
[0088] The card providing unit 71 generates a request to acquire the card pack 1, and transmits the request to the game server 2 via the communication unit 55 (step 23).
[0089] Next, the card providing process (step 3) executed by the game server 2 will be described in detail with reference to the flow diagram of FIG.
[0090] The communication unit 93 of the game server 2 receives the card acquisition request transmitted from the player terminal 1 (step 31).
[0091] When a card acquisition request is received, the card to be provided determination unit 103 determines whether the conditions for providing the card, such as payment of a price, are met (step 32). If the conditions for providing the card are not met (step 32: No), notification information is sent to the player terminal 1 so that a notification to the effect that the conditions for providing the card are not met is displayed on the display 11 of the player terminal 1 (step 33).
[0092] If the provision conditions are met (step 32: Yes), the identification information of the card is transmitted to the player terminal 1 via the communication unit 93 (step 34).
[0093] Next, the card display process (step 4) executed in the player terminal 1 will be described in detail with reference to the flow diagram of Fig. 16. In the following description, the case where the player swipes the arranged cards as shown in Fig. 5(b) will be described as an example.
[0094] The communication unit 55 receives the card identification information transmitted by the game server 2 (step 41).
[0095] The card providing unit 71 reads out the rarity values and card image identification information of all the received cards based on the received card identification information (step 42). The card providing unit 71 associates the read out rarity values and card image identification information with the card identification information, and outputs the result as acquired card rarity information (step 43).
[0096] When the display control unit 72 receives the acquired card rarity information output by the card providing unit 71, it assigns card identification information to each position in the card display format and determines the display position of each card (step 44).
[0097] The display control unit 72 reads out the back side image from the storage unit 51, and displays it on the display 11 in accordance with the card display format (step 45).
[0098] When the back images of all cards are displayed on the display 11, the detection unit 63 starts detecting a swipe by the player on the area where the cards are displayed on the touch operation panel 12 (step 46). When the detection unit 63 detects a swipe operation, it notifies the display control unit 72 to that effect (step 46: Yes). The display control unit 72 checks the rarity values of cards whose front faces are not displayed on the display 11, reads out the image of the front face of the card from the storage unit 51 based on the card image identification information of the card with the lowest rarity value among those cards, and displays the image in the display position to which that card is assigned (step 47).
[0099] The display control unit 72 checks whether the fronts of all cards are displayed (step 48). If the fronts of all cards are not displayed (step 48: No), the process returns to step 7. If the fronts of all cards are displayed (step 48: Yes), the process ends.
[0100] In the above embodiment, the card data of all cards is stored in advance in the player terminal 1, but the present invention is not limited to this configuration. For example, when the conditions for providing a card are met, the provided card determination unit 103 may transmit card identification information, a card image, a character HP, and a rarity, and the card providing unit 71 and the display control unit 72 may perform operations similar to those described above using the received card identification information, card image, character HP, and rarity.
[0101] According to the present invention described above, the image of the back of the card that the player has acquired is displayed, and when the player touches the image of the back of the card on the touch panel, the image of the front of the card is displayed in order from low rarity to high rarity according to the number of times the player touches it, so the player can perform the next action with a sense of anticipation. This increases the player's interest.
[0102] <Second embodiment> In the above embodiment, an example of a display mode in which the card is displayed on its back side has been described as an example of a display mode in which the card cannot be identified. In the present embodiment, an example in which the card is virtually contained in a package will be described as an example of a display mode in which the card cannot be identified. Note that the same components as those in the above embodiment are given the same numbers, and detailed descriptions will be omitted.
[0103] The detection unit 63 detects an operation by the player on the touch operation panel 12. In the present embodiment, a case where an area where an image of a package is displayed is explained as an example, but the present invention is not limited to this.
[0104] When the detection unit 63 detects an input operation by the player, the display control unit 72 checks the rarity values of cards whose face-up faces are not displayed on the display 11, and reads out an image of the face-up face of the card from the storage unit 51 based on the card image identification information of the card with the lowest rarity value among those cards. The display control unit 72 displays the read-out image at the position of the position identification information assigned to that card.
[0105] The display control unit 72 checks the rarity values of cards whose faces are not displayed until the faces of all cards are displayed, and displays an image of the face of the card with the lowest rarity value.
[0106] [Operation] The operation of this embodiment will be described. Fig. 17 is a sequence diagram for explaining the operation of this embodiment. In the following explanation, the operation up to step 43 where the card providing unit 71 outputs the acquired card rarity information is the same as that of the above embodiment, so the explanation will be omitted.
[0107] The display control unit 72 reads out the package image from the storage unit 51 and displays it on the display 11 (step 51). An example of the display screen displayed on the display 11 at this time is shown in Fig. 18(a).
[0108] When the package image is displayed on the display 11, the detection unit 63 starts detecting a tap operation from the player on the area where the package image is displayed (step 52). When the detection unit 63 detects a tap operation (step 52: Yes), it notifies the display control unit 72 of the detection.
[0109] The display control unit 72 checks the rarity of cards whose faces are not displayed on the display 11 using the rarity information of the acquired cards, and acquires identification information of the card image of the card with the lowest rarity among the cards (step 53). The display control unit 72 reads out the image of the face of the card from the storage unit 51 based on the acquired identification information of the card image, and displays the card in the display position assigned to the card (step 54). An example of a display screen displayed by one tap operation is shown in FIG. 18(b), and an example of a display screen displayed by two tap operations is shown in FIG. 18(c).
[0110] The display control unit 72 checks whether the fronts of all cards are displayed (step 55). If the fronts of all cards are not displayed (step 55: No), the process returns to step 52. If the fronts of all cards are displayed (step 55: Yes), the process ends.
[0111] In the above explanation, the display control unit 72 displays the read image directly in the position to which the card is assigned, but an effect may be added before the face of the card is displayed. For example, as shown in the example of Figures 19(a) and (b), adding an effect in which the face of the card is displayed after an image or video of a card virtually coming out of a package is displayed provides a visual stimulus to the player, increasing interest.
[0112] According to the present invention described above, an image of a package in which the card acquired by the player is virtually placed is displayed, and when the player touches the package image on the touch panel, the images of the fronts of the cards are displayed in order from low rarity to high rarity according to the number of times the player touches it, so the player can perform the next action with a sense of anticipation. This increases the player's interest.
[0113] <Third embodiment> In this embodiment, a configuration is described in which, when the fronts of all cards are not displayed, a message is displayed on the display 11 indicating that further input operations are required. Note that the same components as those in the above embodiment are given the same numbers, and detailed descriptions are omitted. Also, the configuration applied to the first embodiment is described, but it may also be applied to the second embodiment.
[0114] The display control unit 72 checks whether the fronts of all cards are displayed, and if the fronts of all cards are not displayed, displays a message prompting the player to perform a swipe operation. That is, when the detection unit 63 starts detecting a swipe operation by the player, a message prompting the player to perform a swipe operation is displayed.
[0115] 20 shows an example of a display image in which the second game element, buddy's lines, "Please swipe" are displayed in the form of a speech bubble to encourage further touch operations. The display may simply display the character string "Please swipe."
[0116] In the above description, a case has been described in which when the detection unit 63 starts detecting a swipe operation by the player, a display is displayed to prompt the player to perform a swipe operation, but other cases are also possible. For example, when a swipe operation is not detected for a predetermined period of time, a display may be displayed to prompt the player to perform a swipe operation.
[0117] In the above description, a performance image is displayed, but other performance methods may be used. For example, a performance sound may be prepared in advance instead of a performance image, and the performance sound may be output from the sound output unit 52. Alternatively, a performance may be performed by a performance vibration instead of a performance image. In the present invention, a performance image, a performance sound, and a performance vibration may be combined.
[0118] According to this embodiment, by displaying an effect image that prompts the player to perform further operations, the player is informed that the acquired cards include a high rarity card, which increases the player's interest.
[0119] Although the preferred embodiments and examples have been described above, the present invention is not necessarily limited to the above-described embodiments and examples, and can be modified and implemented in various ways within the scope of the technical concept thereof.
[0120] A part or all of the above-described embodiments may be described as, but is not limited to, the following supplementary notes.
[0121] (Appendix 1) A terminal for executing a game using a first game element, A memory in which executable instructions are stored and a processor, The processor, in response to the execution instructions, An acquisition process for acquiring game elements; A detection process for detecting an operation on the display unit by a player; a display control process for displaying a game element having a first rarity in a second display mode when the detection means detects an operation on at least one of the game elements displayed in a first display mode on the display unit, and displaying a game element having a rarity other than the first rarity while maintaining the first display mode; The device on which you run.
[0122] (Appendix 2) A memory in which executable instructions are stored and a processor, The processor, in response to the execution instructions, An acquisition process for acquiring game elements; A detection process for detecting an operation on the display unit by a player; a display control process for displaying a game element having a first rarity in a second display mode when the detection means detects an operation on at least one of the game elements displayed in a first display mode on the display unit, and displaying a game element having a rarity other than the first rarity while maintaining the first display mode; The device to run on.
[0123] (Appendix 3) A game management server capable of communicating with a terminal that executes a game using game elements, A memory in which executable instructions are stored and a processor, The processor, in response to the execution instructions, An acquisition process for acquiring game elements; A detection process for detecting an operation on the display unit by a player; a display control process for displaying a game element having a first rarity in a second display mode when the detection means detects an operation on at least one of the game elements displayed in a first display mode on the display unit, and displaying a game element having a rarity other than the first rarity while maintaining the first display mode; A game management server that runs
[0124] (Appendix 4) A memory in which executable instructions are stored and a processor, The processor, in response to the execution instructions, A process of acquiring game elements; A process of displaying the acquired game elements in a first display manner; A process of detecting an operation on a game element displayed in a first display manner; When the rarity of the game element for which an operation is detected is a first rarity, a process of displaying the operated game element in a second display mode; A program that causes a computer to execute the following. [Explanation of symbols]
[0125] 1 Player terminal 2 Game Server 11 Display 12 Touch panel 13 Speaker
Claims
1. an acquisition process for acquiring a plurality of game elements; a display process for displaying the plurality of game elements in a display area in a first display mode; a detection process for detecting an operation mode of the game element; a change process in which an operation mode for changing the game elements from the first display mode to the second display mode is determined in advance according to each attribute of the game elements, and a game element having a second attribute is changed to the second display mode prior to a game element having a first attribute; A program that causes a computer to execute the following.
2. the acquisition process is performed by satisfying a condition for paying a price for the acquisition of the game element; The program according to claim 1.
3. The higher the attribute of the game element, the longer the display time of the first display mode. The program according to claim 1 or 2.
4. The attributes include a rarity of the game element; The first attribute includes a higher rarity than the second attribute. The program according to any one of claims 1 to 3.
5. The operation mode is the number of times the game element is touched. The program according to any one of claims 1 to 4.
6. the number of operations for changing the game element from the first display mode to the second display mode increases as the attribute of the game element becomes higher; The program according to claim 5.
7. the first display mode is a mode in which the game element cannot be identified, and the second display mode is a mode in which the game element can be identified; The program according to any one of claims 1 to 6.
8. the first display mode is a mode in which an attribute of the game element cannot be identified, and the second display mode is a mode in which an attribute of the game element can be identified; The program according to any one of claims 1 to 7.
9. An acquisition means for acquiring a plurality of game elements; a display means for displaying the plurality of game elements in a display area in a first display manner; A detection means for detecting an operation mode for the game element; a change means for changing the game elements from the first display mode to the second display mode, the change means defining an operation mode in advance according to each attribute of the game elements, the change means changing the game elements having a second attribute to the second display mode prior to the game elements having a first attribute; A terminal comprising:
10. An acquisition means for acquiring a plurality of game elements; a display means for displaying the plurality of game elements in a display area in a first display manner; A detection means for detecting an operation mode for the game element; a change means for changing the game elements from the first display mode to the second display mode, the change means defining an operation mode in advance according to each attribute of the game elements, the change means changing the game elements having a second attribute to the second display mode prior to the game elements having a first attribute; A game system comprising:
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