Program, server device, and game system
Patent Information
- Application Number
- JP2024230522
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-26
- Publication Date
- 2025-03-14
- Estimated Expiration
- 2040-10-02
Smart Images

Figure 2025036643000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a server device, and a game system. [Background technology]
[0002] Conventionally, in games such as role-playing games, there are cases where a parameter reaches an upper limit and cannot be counted any further. This situation is called a counter stop or max out, and results in a situation where the character cannot expect any growth.
[0003] In the prior art, in order to encourage a player to continue using a character that has reached a limit value, a process exists in which a first benefit (bonus points) is granted to the character that has reached a limit value, and a second benefit is granted by continuing to use the character and satisfying certain conditions (see paragraphs 0007 and 0023 of Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-97701 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, under counter stop conditions, it is expected that the use of the first character whose parameters have reached their limit will be further encouraged. Also, if some kind of advantage is provided to the second character as a derivative result of using the first character whose parameters have reached their limit, this will further encourage continued use of the character whose parameters have reached their limit, thereby increasing the interest of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and its object is to provide a program or the like that can encourage the use of a first character that has reached its limit value by indirectly affecting a second character through the use of the first character that has reached its limit value. [Means for solving the problem]
[0007] (1) The present invention provides A program for controlling a game in which a player owns multiple characters and uses the characters to progress through the game, a progress management unit that executes a process of changing a progress parameter associated with the character up to a given limit value in accordance with the game progress of the character; causing a computer to function as a capability management unit which performs processing to cause a character to acquire a predetermined capability; The capability management unit includes: This relates to a program characterized by carrying out a process of having a second character acquire abilities in accordance with game progress using the first character after the progress parameter of the first character reaches the limit value.
[0008] The present invention also relates to a computer-readable information storage medium that stores a program for causing a computer to function as each of the above-mentioned units. The present invention also relates to a server device including each of the above-mentioned units. The present invention also relates to a game system including each of the above-mentioned units. Regarding mu.
[0009] According to the present invention, after a progress parameter of a first character reaches a limit value, a process is performed to cause a second character to acquire an ability in accordance with game progress using the first character (e.g., clearing a mission, etc.).
[0010] That is, according to the present invention, even after the progression parameter of the first character reaches the limit value, by continuing to play the game using the first character, it is possible to make the second character acquire abilities. That is, the present invention can affect the second character by using the first character that has reached the limit value, and encourage the continuous use of the first character that has reached the limit value.
[0011] (2) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: When the progression parameter of the first character reaches the limit value, a process is performed to cause the first character to acquire an ability; After the progress parameter of the first character reaches the limit value, processing may be performed to cause the second character to acquire the same ability as the ability acquired by the first character, in accordance with the game progress using the first character.
[0012] According to the present invention, when the progression parameter of a first character reaches a limit value, the first character can be made to acquire an ability. Also, by continuing to use the first character whose progression parameter has reached the limit value, the second character can be made to acquire the same ability as the first character has acquired.
[0013] (3) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: When the progression parameter of the first character reaches the limit value, a process is performed to cause the first character to acquire an ability; After the progress parameter of the first character reaches the limit value, a process may be performed to cause the second character to acquire the same ability as the ability acquired by the first character, in accordance with game progress using the ability acquired by the first character.
[0014] According to the present invention, when the progression parameter of a first character reaches a limit value, the first character can be made to acquire an ability. Also, by continuing to use the first character using the ability acquired by the first character whose progression parameter has reached the limit value, the second character can be made to acquire the same ability as the ability acquired by the first character.
[0015] (4) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: The ability to be acquired by the first character may be determined based on the game progress status until the progress parameter of the first character reaches the limit value.
[0016] According to the present invention, the game is played until the progression parameter of the first character reaches a limit value. The progress of the game affects the abilities that the first character can acquire, which can increase the interest of the game.
[0017] (5) In addition, in the program, information storage medium, server device, and game system according to the present invention, The computer is further caused to function as a selection processing unit that performs a process of selecting one of a plurality of abilities by lottery; The selection processing unit: determining a probability of the selection based on a game progress state until the progress parameter of the first character reaches the limit value; The capability management unit includes: The ability selected by the selection processing unit may be determined as the ability to be acquired by the first character.
[0018] According to the present invention, the game progress status until the progress parameter of the first character reaches the limit value can affect the lottery probability.
[0019] (6) In addition, in the program, information storage medium, server device, and game system according to the present invention, causing the computer to further function as a benefit providing unit that provides a benefit to a player in accordance with a game progress using the first character after the progress parameter of the first character reaches the limit value; The capability management unit includes: A process may be performed to cause the second character to acquire the ability based on the use of the benefit granted by the benefit granting unit.
[0020] According to the present invention, a benefit can be given by using a first character that has reached its limit, and the use of the benefit can affect a second character as well, thereby encouraging the use of the first character that has reached its limit.
[0021] Note that "using a bonus" may mean using a bonus based on the player's operation information, or may mean using a bonus automatically under the control of a computer (CPU).
[0022] (7) In addition, in the program, information storage medium, server device, and game system according to the present invention, The privilege granting unit, After the progress parameter of the first character reaches the limit value, it may be determined whether or not a granting condition is met, and if the granting condition is met, the benefit may be granted to the player.
[0023] According to the present invention, the player is required to satisfy the awarding condition in order to obtain the bonus, which increases the entertainment value of the game. The "awarding condition" is a condition for awarding the bonus, and is a condition for determining whether the bonus will be awarded or not.
[0024] (8) In addition, in the program, information storage medium, server device, and game system according to the present invention, The privilege granting unit, Conditions regarding events, conditions regarding player billing status, conditions regarding game play status When at least one of the conditions is satisfied, it may be determined that the condition for granting the bonus is satisfied.
[0025] According to the present invention, in order for a player to obtain a benefit, the player must satisfy at least one of a condition related to the event, a condition related to the player's billing status, and a condition related to the game play status, thereby making the game more interesting.
[0026] (9) In addition, in the program, information storage medium, server device, and game system according to the present invention, The privilege granting unit, The condition for granting may be determined based on a game progress status until the progress parameter of the first character reaches the limit value.
[0027] According to the present invention, the conditions for the player to obtain a benefit are determined based on the game progress status until the progress parameter of the first character reaches the limit value, thereby making the game more interesting.
[0028] (10) In addition, in the program, information storage medium, server device, and game system according to the present invention, The privilege granting unit, At least one of a bonus parameter associated with the bonus and a parameter of an ability acquired by a second character when the bonus is used may be determined based on the game progress status until the progress parameter of the first character reaches the limit value.
[0029] According to the present invention, the game progress status until the progress parameter of the first character reaches a limit value affects at least one of the bonus parameter associated with the bonus and the ability parameter (e.g., ability value) acquired by the second character when the bonus is used, thereby making the game more interesting.
[0030] (11) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: When a given condition is satisfied, a process may be performed to cause the second character to acquire the ability.
[0031] According to the present invention, since it is necessary to satisfy given conditions in order to allow the second character to acquire an ability, the entertainment value of the game can be increased.
[0032] (12) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: The given condition may be determined to be satisfied when at least one of the following is satisfied: a progression parameter of the second character is equal to or greater than a predetermined value, and the second character has a specific ability.
[0033] According to the present invention, in order for the second character to acquire an ability, it is necessary to satisfy at least one of the following: the second character's progress parameter must be equal to or greater than a predetermined value, and the second character must have a specific ability, thereby making the game more interesting.
[0034] (13) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: The given condition may be determined to be satisfied when the progression parameter of the second character reaches the limit value.
[0035] According to the present invention, in order to allow the second character to acquire an ability, the progression parameter of the second character must reach a limit value, which can increase the interest of the game.
[0036] (14) In addition, in the program, information storage medium, server device, and game system according to the present invention, causing the computer to further function as a benefit providing unit that provides a benefit to a player in accordance with a game progress using the first character after the progress parameter of the first character reaches the limit value; The privilege granting unit, When a benefit is given, a process of changing a benefit parameter associated with the benefit is performed; The capability management unit includes: It may be determined that the given condition is satisfied if the privilege parameter is equal to or greater than a predetermined value.
[0037] According to the present invention, in order for the second character to acquire an ability, the bonus parameter must be equal to or greater than a predetermined value, which can make the game more interesting.
[0038] (15) In addition, in the program, information storage medium, server device, and game system according to the present invention, The capability management unit includes: At least one of the success rate of the second character acquiring the ability and the parameters of the ability when the second character acquires the ability may be determined based on the game progress status until the progress parameter of the first character reaches the limit value.
[0039] According to the present invention, the game progress status until the first character's progress parameter reaches a limit value affects at least one of the success rate of the second character acquiring an ability and the ability parameters (e.g., ability value) when the second character acquires the ability, thereby making the game more interesting.
[0040] (16) In addition, in the program, information storage medium, server device, and game system according to the present invention, The computer may further function as a notification unit that notifies the player of the given condition. According to the present invention, the player can recognize the given condition.
[0041] (17) In addition, in the program, information storage medium, server device, and game system according to the present invention, The notification unit is The computer may further function as a notification unit that, when the given condition is satisfied, notifies the player of information indicating that the given condition is satisfied.
[0042] According to the present invention, the player can recognize that a given condition has been met, and as a result, the player can avoid missing an opportunity to allow the second character to acquire an ability. [Brief description of the drawings]
[0043] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration showing the configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Diagram 3] FIG. 2 is a diagram showing functional blocks of a terminal device according to the embodiment. [Figure 4] FIG. 1 is a diagram for explaining an overview of an embodiment of the present invention. [Diagram 5] 5A to 5C are diagrams for explaining character information according to the embodiment; [Figure 6] FIG. 4 is a diagram showing an example of benefit information according to the embodiment. [Figure 7] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Figure 8] FIG. 4 is a diagram showing an example of a game screen according to the embodiment. [Figure 9] 4 is a flowchart showing an example of the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0044] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0045] [1] Game system First, the outline and general configuration of a game system 1 according to the present embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to the present embodiment.
[0046] The server device 10 is an information processing device capable of providing a service that allows a player to play a game using a terminal device (game device) 20 communicatively connected via the Internet.
[0047] The terminal device 20 is a client device, and is an information processing device such as a game device, smartphone, mobile phone, PHS, computer, game device, PDA, portable game machine, image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN.
[0048] [1.1] Game system consisting of a server and a client 1, the game system 1 of the present embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network). In the present embodiment, a server-client type game system will be mainly described.
[0049] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.
[0050] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10 to provide each game to the terminal device 20.
[0051] Although not shown in the figure, the game system includes a game server device that executes the game, a communication server device (message server device) that controls communication of information, and a terminal device 20. and the system may be connected to each other via the Internet.
[0052] It should be noted that the various processes related to the present invention may be performed only by the server device 10, or may be performed only by the terminal device 20.
[0053] [1.2] Terminal equipment In this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.
[0054] In addition, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a game system realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.
[0055] A plurality of such game terminal devices may be connected by wire or wirelessly, and one game device may function as the server device 10, thereby realizing the system.
[0056] The terminal device is not limited to a game device, but may be a tablet information terminal device, a personal computer, or a game device (casing) installed in an amusement park.
[0057] [1.3] Cloud-based gaming system Furthermore, the game system 1 of this embodiment may be a cloud-type game system. For example, in a cloud-type game system, basic game processing (including drawing processing, etc.) is performed only by the server device 10 (cloud device), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). Furthermore, the terminal device 20 only transmits information such as input information of the controller to the server device 10. In this case, the terminal device 20 may transmit information other than the input information.
[0058] Furthermore, in this embodiment, except for the operational input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing the operational input and image display by streaming.
[0059] Furthermore, the game system 1 may store the information stored in the storage unit 140 of the server device 10 and the information stored in the storage unit 270 of the terminal device 20 in a given storage area on the Internet.
[0060] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.
[0061] [1.5] Examples of social games The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.
[0062] In addition, when the server device 10 functions as an SNS server, for example, the operating environment (API (Application Programming Interface), platform) of the SNS to be provided is It is now possible to provide games called social games that are executed using social networking forms, etc.
[0063] Social games, unlike existing online games, do not require dedicated client software and include games that can be played with just a web browser and an SNS account. The server device 10 is configured to provide an online game that can connect to other players' terminal devices 20 via a network and share the same game progress online at the same time.
[0064] [1.6] Examples of browser games In particular, the server device 10 may provide games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0065] The terminal device 20 also includes a Web browser capable of browsing Web pages (data in HTML format). That is, the terminal device 20 includes a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (Web data, data created in HTML format, etc.), a Web browser function for transmitting data of player operation to the server device 10, and the like, and executes various processes for providing a game screen to the player and allows the player to play the game. However, the terminal device 20 may also acquire game control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.
[0066] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to a game site of the server device 10 and the game starts. In particular, the terminal device 20 may have a configuration to cause the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or to obtain player information managed by the server device 10 functioning as an SNS server and execute the game.
[0067] [1.7] Other The server device 10 may be configured with one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in a storage area (storage unit 140 described later) of the server device 10 may be stored in a database (broadly speaking, a storage device, memory) connected via a network (an intranet or the Internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0068] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0069] The server device 10 includes an input unit 120 for use in administrator and other input, a display unit 130 for performing specified displays, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processes mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.
[0070] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, a keyboard, and the like.
[0071] The display unit 130 displays an operation screen for a system administrator. For example, the display unit 130 in this embodiment is configured with a liquid crystal display or the like.
[0072] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0073] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0074] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.
[0075] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information about the game is stored, and a player information memory unit (user information memory unit) 146 in which player information (user information) indicating information about each player (each user) is stored.
[0076] In particular, the game data storage unit 144 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera, information about abilities, information about benefits, and other setting values used in the game.
[0077] In addition, the player information storage unit 146 stores the following information for each player: (1) The player’s nickname, the player’s ID (player identification information), and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (2) Information regarding individual and team performance, such as the current player level, experience points, points, rewards earned, or game time (hereinafter also referred to as "performance information"); (3) The level, experience, abilities, characteristics and attributes of the character (the character controlled by the player); (4) Information regarding the results of a match, such as the number of wins and losses against other characters or teams in a match game against other characters (characters operated by other players) or other teams (hereinafter also referred to as "match results information"); (5) location information indicating the location of each player or team on the game field; (6) Information on whether or not a player has been defeated (whether or not the game is over) (hereinafter, also referred to as "defeat information"), and (7) Information regarding billing, such as billing history and billing amounts; (8) Number of games played is stored.
[0078] The performance information, battle record information, and defeat information included in the player information are updated at predetermined times. For example, the predetermined times include every given period (e.g., every 5 minutes), when the player logs out, at a specified time in the game (e.g., 8:00 a.m.), when a specified event occurs (when any individual or team match ends), etc. In addition, the level (character level, player The level of the
[0079] The processing unit 100 performs various processes using a main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0080] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).
[0081] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.
[0082] In this embodiment, the server device 10 may perform part or all of the functions, or the terminal device 20 may perform part of the functions.
[0083] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game control unit 103, a timer management unit 104, a display control unit 107, a progress management unit 111, a capability management unit 112, a selection processing unit 113, a privilege granting unit 114, and a notification unit 115.
[0084] The communication control unit 101 transmits and receives information to and from the terminal device 20 via the network.
[0085] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0086] The game control unit 103 works in conjunction with the terminal device 20, and executes game processing of the game provided in this embodiment for each player, based on the player's operations input via the terminal device 20. The game control unit 103 also executes control of preset characters such as NPCs (non-characters).
[0087] The timer management unit 104 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 104 works in conjunction with the game control unit 103 and outputs the current time and a preset time to each unit. The timer management unit 104 is also used to synchronize with each terminal device 20.
[0088] The display control unit 107 performs control so that given information is displayed on the terminal device 20. The display control unit 107 may perform transmission control so that a game screen is displayed on the terminal device 20. In other words, the display control unit 107 generates display control information for a game screen or the like, and performs control so that the generated display control information is displayed on the terminal device 20 of the player.
[0089] The progress management unit 111 executes a process of changing a progress parameter (eg, level, etc.) associated with a character, up to a given limit value, in accordance with the game progress of the character.
[0090] The ability management unit 112 performs a process of making a character acquire a predetermined ability. In other words, the process of making a character acquire an ability is a process of imparting an ability. In this embodiment, the ability management unit 112 performs a process of making a second character acquire an ability in accordance with the game progress using the first character after the progress parameter of the first character reaches a limit value.
[0091] Furthermore, the ability management unit 112 may perform a process of making the first character acquire an ability when the progress parameter of the first character reaches a limit value. Furthermore, the ability management unit 112 may perform a process of making the second character acquire the same ability as the ability acquired by the first character in accordance with the progress of the game using the first character after the progress parameter of the first character reaches a limit value. Furthermore, the ability management unit 112 may perform a process of making the second character acquire the same ability as the ability acquired by the first character in accordance with the progress of the game using the ability acquired by the first character in accordance with the progress parameter of the first character reaches the limit value.
[0092] Furthermore, the ability management section 112 may determine the ability to be acquired by the first character based on the game progress status until the progress parameter of the first character reaches the limit value.
[0093] Furthermore, the ability management section 112 may determine the ability selected by the selection processing section 113 as the ability to be acquired by the first character.
[0094] Furthermore, the ability management section 112 may perform a process of making the second character acquire an ability when a given condition is met.
[0095] For example, the ability management unit 112 may determine that a given condition is met when at least one of the following is met: the second character's progress parameter is equal to or greater than a predetermined value, and the second character has a specific ability.
[0096] Furthermore, ability management section 112 may determine that a given condition is satisfied when the progression parameter of the second character reaches a limit value.
[0097] Furthermore, the ability management unit 112 may determine that a given condition is met when a privilege parameter (for example, the number of privileges) is equal to or greater than a predetermined value (for example, three or more).
[0098] In addition, the ability management unit 112 may determine at least one of the success rate of the second character acquiring an ability and the parameters of the ability when the second character acquires the ability, based on the game progress status until the progress parameter of the first character reaches a limit value.
[0099] Furthermore, the ability management section 112 may perform a process of making the second character acquire an ability based on the use of the benefit granted by the benefit granting section 114.
[0100] Furthermore, the selection processing unit 113 performs a process of selecting one of a plurality of abilities by lottery. For example, the selection processing unit 113 may determine a lottery probability based on the game progress status until the progress parameter of the first character reaches a limit value.
[0101] Furthermore, after the progress parameter of the first character reaches the limit value, the benefit providing unit 114 provides the player with a benefit according to the game progress using the first character.
[0102] Furthermore, the bonus granting unit 114 may perform a process of changing a bonus parameter (the number of bonuses) associated with the bonus, when the bonus is granted.
[0103] In addition, the bonus granting unit 114 may determine whether or not a bonus condition is satisfied after the progress parameter of the first character reaches a limit value, and grant a bonus to the player if the bonus condition is satisfied.
[0104] The bonus granting unit 114 may determine that the bonus granting condition is satisfied when at least one of a condition related to an event, a condition related to a player's billing status, and a condition related to a game play status is satisfied.
[0105] The benefit providing unit 114 may also determine the benefit providing condition based on the game progress status until the progress parameter of the first character reaches the limit value.
[0106] In addition, the bonus granting unit 114 may determine at least one of the success rate of granting the bonus, the bonus parameters associated with the bonus, and the ability parameters acquired by the second character when the bonus is used, based on the game progress status until the progress parameter of the first character reaches a limit value.
[0107] Furthermore, the notification unit 115 notifies the player of given information. Note that "notifying" information means notifying the player (player's terminal device 20) of the information. In other words, it means providing (presenting, displaying) the information to the player (player's terminal device 20).
[0108] For example, the notification unit 115 notifies the player of a given condition. Furthermore, when the given condition is satisfied, the notification unit 115 notifies the player of information indicating that the given condition has been satisfied.
[0109] The "notification" means at least one of the following: the server device 10 sends information to the player's terminal device 20 by email (may be a mail magazine or the like) sent and received by SMTP (Simple Mail Transfer Protocol), sending by a given protocol not limited to SMTP, sending a push notification, presenting (displaying) a given screen (banner display screen, notice screen, pop-up screen, etc.) of a given application, and the Web processing unit 102 of the server 10 notifying by a Web page, and indicates that the server 10 actively sends information to the player's terminal device 20. The server 10 may also send information to the requested terminal device 20 in response to a request from the player's terminal device 20, which may be considered as one aspect of the "notification". The push notification means displaying a message window in a partial area (such as the top edge) of the screen of the terminal (smartphone).
[0110] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Also, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.
[0111] The input unit 260 is for the player to input operation data, and the function thereof can be realized by a touch panel or a touch panel display. That is, the input unit 260 is provided with a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 is provided with a contact detection area (touch panel) that detects a touch of a pointing position on the screen. The touch panel 260 is provided with a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) at the touch panel 260.
[0112] The touch operation on the display screen (hereinafter, unless otherwise specified, referred to as a "touch panel") may be performed using a fingertip or an input device such as a touch pen.
[0113] Furthermore, the input unit 260 may include a button, a lever, a keyboard, a steering wheel, a microphone, an acceleration sensor, or the like that can input operation information (operation signal) other than the indicated position.
[0114] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image and the like are stored. Note that some of these may be omitted, or the storage unit 140 of the server device 10 may constitute part of them.
[0115] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0116] Moreover, the information storage medium 280 can store a program for making a computer function as each unit of the present embodiment (a program for making a computer execute the processing of each unit). The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280, as described later.
[0117] The display unit 290 outputs an image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.
[0118] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, as the touch panel, for example, a resistive film type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, an infrared scanning type, or the like can be used.
[0119] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0120] The communication unit 296 performs various controls for communicating with the outside (e.g., the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0121] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 140 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. The case where the terminal device 20 functions by receiving the programs and data in this manner is also included within the scope of the present invention.
[0122] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.
[0123] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as a character (e.g., character PA associated with player A) and an enemy character E, processing for displaying objects, processing for calculating the game result, and processing for ending the game when a game end condition is satisfied.
[0124] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0125] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.
[0126] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 210 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.
[0127] The communication control unit 210 may store and manage destination information (IP address, port number) of the server device 10 in the information storage medium 280. The communication control unit 210 may communicate with the server device 10 when receiving input information for starting communication from the player.
[0128] In particular, the communication control unit 210 performs processing for transmitting player identification information and operation information to the server device 10 and receiving data (player's web page, game screen, etc.) from the server device 10.
[0129] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs a process of receiving given screen information (for example, information on a game screen, etc.) from the server device 10.
[0130] The Web browser 211 is an application program for viewing Web pages (game screens), downloading HTML files, image files, and the like from the Web server (server device 10), analyzing the layout, and controlling the display. The Web browser 211 also transmits data to the Web server (server device 10) using input forms (links, buttons, text boxes, and the like).
[0131] The Web browser 211 of this embodiment can realize a browser game. For example, the Web browser 211 may execute a program written in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), or the like, received from a Web server (server device 10).
[0132] The terminal device 20 can display information from a Web server specified by a URL (short for Uniform Resource Locator) via the Internet using the Web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the Web browser 211.
[0133] The game processing unit 212 performs various game processes, such as a process for starting a game when a game start condition is met, a process for progressing the game, and a process for ending the game when a game end condition is met.
[0134] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display items such as characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.
[0135] Here, the object space is a virtual space, including both two-dimensional space and three-dimensional space. The two-dimensional space is a space in which an object is arranged, for example, in two-dimensional coordinates (X, Y), and the three-dimensional space is a space in which an object is arranged, for example, in three-dimensional coordinates (X, Y, Z).
[0136] Furthermore, the game processing unit 212 performs game processing (eg, processing of a competitive game, etc.), lottery processing, and the like, based on the input information of the player inputted by the input unit 260.
[0137] For example, the terminal device 20 may make a lottery request to the server device 10, and upon receiving the lottery request from the terminal device 20, the server device 10 may perform a lottery process.
[0138] Furthermore, the game processing unit 212 may be executed in conjunction with the server device 10, or a part or the whole of the game processing unit 212 may be formed in the server device 10.
[0139] Furthermore, the display control unit 213 performs processing to display a game screen on the display unit 290. For example, the display control unit 213 may display the game screen using the Web browser 211. That is, the display control unit 213 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays display information of the game screen received from the server device 10.
[0140] The drawing unit 220 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.
[0141] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .
[0142] [4] Overview In this embodiment, the present invention relates to a game, such as a role-playing game (RPG game), in which a player participating in a game controls a character (hereinafter referred to as a character) associated with the player and aims to achieve a goal by overcoming missions (quests, adventures, exploration, battles with enemy characters, etc.) given in a fictional game situation.
[0143] In the RPG game of this embodiment, the character acquires experience points through missions, and the character level is raised, thereby growing. Furthermore, as the character grows, the range of action (map) to be explored in the game space can be expanded.
[0144] In such games, the character's level (an example of a progression parameter) reaches a limit (for example For example, a character may reach an upper limit ("99") and reach a state called "max" where the level cannot be increased (counted) any further. In this embodiment, even if the character's level has reached the limit, a process is performed to cause other characters to acquire abilities in accordance with the progress of the game using that character. In other words, the player can cause other characters to acquire abilities by continuing to use the character that has reached the limit. In this way, the game system of this embodiment can encourage the continued use of a character that has reached the limit.
[0145] For example, referring to FIG. 4, after the level of character PA (an example of a first character) reaches a limit value (e.g., 99), the server device 10 imparts ability A to character PA. Then, when a game is played using character PA and character PA collects three fragments A of ability A, a process is performed to impart ability A corresponding to fragment A to character PB (an example of a second character). In this way, by using character PA that has reached the limit value and collecting three fragments A, it is possible to acquire ability A for character PB as well, and it is possible to encourage continuous use of character PA.
[0146] For ease of explanation, the following description will be given assuming that the character PA owned by the player A is an example of a first character, and the character PB owned by the player A is an example of a second character.
[0147] [5] Character Description FIG. 5 shows an example of a list of characters owned (possessed, possessed) by each player stored in the player information storage unit 146.
[0148] The player information storage unit 146 stores, for each player, one or more character IDs (character identification information) owned by the player, as well as each character's rarity, level, experience value, ability, ability value, etc., in association with the player's identification information (player ID).
[0149] The rarity is a parameter that indicates the rarity of a character. The higher the rarity, the lower the probability that a player can acquire the character in a game or the like.
[0150] The level is an example of a progression parameter. That is, in this embodiment, the level associated with a character is changed according to the character's progress in the game.
[0151] In other words, the level is a parameter that indicates the rank (class) of the character, and the higher the level of the character, the more efficiently the character can progress through the game. "Progressing through the game efficiently" means that the character has high attack power, defense power, and high attack and defense effects. In this embodiment, the level is controlled so as not to count (add) beyond a limit value (e.g., limit value = 99).
[0152] The experience value is a parameter that indicates the frequency with which a character plays a game. For example, when a character clears a mission or wins a fighting game, a predetermined value is added to the experience value.
[0153] When the character's experience value exceeds a threshold, the character's level increases. For example, when the character's experience value reaches an upper limit (e.g., 200), the experience value is updated to an initial value (0) and the character's level is increased by 1. The server device 10 may set the character's level according to the character's accumulated experience value. In other words, the server device 10 controls the character PA level to increase according to an increase in the character's accumulated experience value.
[0154] Moreover, "ability" refers to a characteristic, technique, etc. associated with a character. The server device 10 prepares a plurality of abilities in advance, such as abilities A, B, C, and D. Incidentally, "ability" may be rephrased as "skill."
[0155] For example, by using (equipping) abilities, a character can increase parameters such as the character's attack power, defense power, recovery ability, movement speed, agility, etc., and perform special attacks (e.g., long-range attacks, attacks that deal large damage to specific characters) or special defenses (e.g., preventing attacks from specific characters, halving damage, etc.).
[0156] In this embodiment, an "ability" may be something that is consumed (deducted or made non-possessed) when used, or it may be something that can be used repeatedly any number of times. Furthermore, multiple abilities may be used simultaneously. Furthermore, "a character using an ability" means performing a process that produces the effect of that ability. For example, if ability A is an ability that increases attack power by 10 times, then when character PA uses ability A, a process is performed that increases character PA's attack power by 10 times.
[0157] An "ability value" is a parameter related to an ability, and may be, for example, the level of the ability, or in the case of an ability related to attack, it may indicate the attacking power, or in the case of an ability related to defense, it may indicate the defensive power, etc. For example, ability A is an ability that increases the attacking power by 10 times (ability value = 10).
[0158] Although not shown, the parameters of each character may include the character's attack power, defense power, vitality value, etc. The vitality value is also called life or HP value.
[0159] [6] Ability granted to characters who reach their limit First, when the level of the character PA reaches a limit value (for example, level 99), the server device 10 performs a process of making the character PA acquire an ability A at the timing when the level reaches the limit value.
[0160] The "process of having a character acquire an ability" refers to a process of associating an ability with a character's character ID and storing the ability in the storage unit 140 (player information storage unit 146). For example, the process of having a character PA acquire ability A refers to a process of storing information on ability A in the player information storage unit 146 in association with the character ID of character PA. This allows character PA to possess ability A.
[0161] In this way, ability A is given to player A when the level of character PA reaches the limit value, so that player A can be encouraged to use character PA continuously. By using ability A to play the game with character PA, player A can progress through the game advantageously, for example, be able to win against an enemy character.
[0162] [6.1] Method for determining abilities based on game progress Furthermore, the server device 10 may determine the abilities to be acquired by the character PA based on the game progress status until the level of the character PA reaches the limit value. In this way, the game progress status until the limit value is reached affects the abilities to be acquired by the character PA, which can increase the interest.
[0163] "Game progress until the character PA level reaches the limit value" refers to, for example, the time spent playing the game using the character PA until the character PA level reaches the limit value from the initial value, the abilities possessed by the character PA, the items equipped, the number of games played using the character PA (for example, the number of missions played using the character PA), etc. These include the number of times players have played the game using their character PA, the number of times missions have been cleared, etc.
[0164] For example, when the level of the character PA reaches a limit value, if the character PA already has the ability A, the character PA may acquire another ability B.
[0165] [6.2] Method of determining abilities by lottery In addition, when the level of the character PA reaches a limit value, the server device 10 may perform a process of selecting one of a plurality of abilities (e.g., abilities A, B, C, etc.) by lottery, and determine the selected ability as the ability to be acquired by the character PA.
[0166] The server device 10 may determine the lottery probability based on the game progress status until the level of the character PA reaches the limit value. In this way, the game progress status until the limit value is reached affects the lottery probability, and the interest can be increased. For example, the lottery probability may be increased as the game play time from the initial value to the limit value of the character PA is longer. In addition, when the level of the character PA reaches the limit value, if the character PA does not yet possess any ability, the lottery probability may be set to a predetermined value or more (e.g., 50% or more), and if the character PA already possesses an ability, the lottery probability may be set to less than a predetermined value (e.g., less than 50%), and the lottery probability may be decreased according to the number of abilities possessed by the character PA.
[0167] [7] Benefit granting process In this embodiment, a process of granting a benefit to player A is performed. In particular, the server device 10 of this embodiment grants a benefit to player A according to the progress of the game using character PA after the level of character PA reaches a limit value. This benefit is a benefit for allowing a character other than character PA to acquire an ability.
[0168] FIG. 6 shows an example of privilege information associated with a player ID. Here, the "privilege" may be the ability itself, or an auxiliary element associated with the ability (for example, a "fragment" meaning a part of the ability). The "privilege" may also be something like points, or an item.
[0169] "Benefit parameters" are parameters associated with a benefit, and indicate the number of fragments or the number of abilities. In this embodiment, the benefit parameter is the number of fragments (an example of a benefit), but it may also be the total value of points awarded as a benefit. The initial value of the number of fragments (benefit parameter) is 0.
[0170] In this embodiment, "granting a privilege to player A" means granting a privilege in association with player A (player A's player ID). In such a case, the privilege may be granted without association with the characters PA and PB. The privilege may also be granted in association with character PA as the property of character PA. The privilege may also be granted in association with character PB as the property of character PB.
[0171] For example, when one piece of fragment A is given to player A (player ID=A) as a privilege, the privilege parameter is incremented by 1. For example, in the example of FIG. 6, player A has three pieces of fragment A as a privilege, and player E (player ID=E) has one ability Y as a privilege.
[0172] After the level of the character PA reaches the limit value, the server device 10 grants the benefit to the player A according to the progress of the game using the character PA based on the level of the character PA that has already been acquired. The type of fragment (e.g., fragment A) may be associated with a type of ability (e.g., ability A), or the type of fragment (e.g., fragment D) may be associated with a type of ability (e.g., ability D) that the character PA has not yet acquired.
[0173] In addition, if the benefit is the ability itself, the server device 10 may grant the benefit to player A in accordance with the progress of the game using character PA the same ability as the ability already acquired by character PA, or the benefit may be an ability that character PA has not yet acquired (for example, ability D).
[0174] According to this embodiment, when player A collects three pieces A, the player A can impart the ability A to a character other than character PA, which can encourage game play using character PA.
[0175] [7.1] Conditions for granting rewards After the level of the character PA reaches the limit value, the server device 10 may determine whether the granting condition is satisfied, and if the granting condition is satisfied, grant the benefit to the player A. In this way, the player A needs to satisfy the granting condition in order to obtain the benefit, which can increase the interest of the game.
[0176] The "conditions for granting a bonus" are conditions for granting a bonus, and serve as conditions for judging whether the bonus will be granted or not. For example, the server device 10 may determine a success rate of the bonus granting, and grant the bonus to the player A based on the success rate. The success rate of the bonus granting may also be determined based on the progress of the game until the level of the character PA reaches a limit value. For example, the success rate of the bonus granting may be increased according to the time of game play from the start of the game until the character PA reaches the maximum level.
[0177] The "condition for granting" is, for example, at least one of a condition related to an event, a condition related to a player's billing status, and a condition related to a game play status (game play time, frequency, etc.).
[0178] To explain the event conditions in more detail, for example, if player A participates in a specific event (such as a story event, a battle event, or a lottery event) held during a specified period in the game, it is determined that the grant condition is met.
[0179] For example, in the case of a lottery event, a benefit may be given to Player A if the result of the lottery is a predetermined result (for example, the item acquired in the lottery is a predetermined item).
[0180] To explain the conditions related to the player's billing status in more detail, it is determined that the grant conditions are met when player A has made a billing of a predetermined amount or more (for example, 100 yen or more). It may also be determined that the grant conditions are met when player A has subscribed to a preferential option (subscription). Note that a preferential option refers to an option for granting preferential treatment to a game within a valid period. It is determined that the grant conditions are met when settlement (payment, billing) for the preferential option has been made.
[0181] Specifically, the conditions related to the game play status are determined to be satisfied when the game play time of Player A is a predetermined time or more (e.g., 30 hours or more). The conditions may also be determined to be satisfied when the game frequency of Player A is high (e.g., 10 or more games per month).
[0182] In addition, the server device 10 monitors the progress of the game until the level of the character PA reaches the limit value. The conditions for granting may be determined based on the execution status.
[0183] [7.2] Perk parameters associated with the perk Then, the server device 10 performs a process of changing a benefit parameter (e.g., the number of fragments) associated with the benefit when the benefit (e.g., fragments) is given to the player A. For example, the server device 10 adds 3 to the number of fragments A associated with the player A by giving three fragments A associated with the ability A to the player A.
[0184] The server device 10 may also determine a benefit parameter associated with a benefit based on the game progress status until the level of the character PA reaches a limit value. For example, the benefit parameter associated with a benefit is the number of benefits to be granted (for example, the number of fragments to be granted).
[0185] For example, the server device 10 may increase the number of fragments A to be given as a bonus as the time of game play using the character PA until the level of the character PA reaches the limit value increases. Also, the server device 10 may increase the number of fragments A to be given as a bonus as the number of games played using the character PA until the level of the character PA reaches the limit value increases.
[0186] [7.3] Ability Scores Furthermore, the server device 10 may determine the ability value (one example of an ability parameter) that the character PB will acquire when using the benefit, based on the game progress status until the level of the character PA reaches the limit value. For example, ability A is an ability that increases the attack power by 10 times (ability value = 10), but the ability value (magnification of attack power) may be increased according to the game play time from when the character PA starts the game until the character PA reaches the maximum level.
[0187] [7.4] Methods for increasing the number of abilities to be given to other characters Furthermore, when the ability itself is the benefit, the server device 10 may increase the number of abilities that the character PA acquires based on the game progress of the character PA after the level of the character PA reaches the limit value. In this way, the game progress of the character PA after reaching the limit value affects the number of abilities that the character PA acquires, which can increase the interest.
[0188] For example, the server device 10 may impart an ability when the level of the character PA reaches a limit value, and thereafter, impart a new different ability each time the number of games played using the character PA exceeds 100. In this way, even after the level of the character PA reaches the limit value, it is possible to collect many different abilities such as abilities A, B, C, and D, and further to encourage the player A to continuously use the character PA.
[0189] [8] Abilities given to the second character After the level of the character PA reaches the limit value, the server device 10 performs a process of making the second character (for example, the character PB) acquire an ability.
[0190] In particular, the server device 10 of this embodiment performs a process of making the character PB (an example of a second character) acquire an ability based on the use of the benefit given to the player A. The server device 10 may use the benefit based on the operation information of the player A, or may use the benefit automatically under the control of a computer (CPU).
[0191] Using a perk means consuming (subtracting) the perk, or making it something you do not own; if the perk is a fragment, it means consuming (subtracting) a certain number from the number of fragments.
[0192] In this way, by playing the game using the character PA that has reached the limit, a special benefit can be given to the player A, and the character PB can also acquire an ability by using the special benefit, which can encourage the character PA to play the game.
[0193] For example, when character PA, who has acquired ability A by reaching a limit value, progresses through the game using ability A and completes a game mission (for example, a mission to collect three pieces of ability A), a process is performed in which character PB acquires the same ability A as the ability acquired by character PA. In such a case, the ownership of ability A acquired by reaching the limit value may be changed from character PA to character PB (i.e., ability A is deleted from character PA and the ability is granted to character PB), or character PB may newly acquire ability A while maintaining the ownership of ability A acquired by character PA.
[0194] Furthermore, when the server device 10 grants ability A to the player A when the player A clears a mission of the game using the character PA, the server device 10 performs a process of making the character PB acquire the same ability A as the ability A acquired by the player A based on the operation information of the player A. The server device 10 may also accept a selection of a character that will acquire ability A from among characters other than the character PA (e.g., characters PB, PC, PD, etc.) based on the operation information of the player A. In this way, the player A can enjoy acquiring various abilities by progressing through the game with the character PA that has reached the limit value, and can enjoy selecting which ability to assign to which character.
[0195] Note that the characters other than character PA may be any characters owned by player A other than character PA who has reached the limit. For example, it does not matter whether the levels of characters other than character PA have reached the limit.
[0196] Furthermore, in this embodiment, a process is performed in which one other character acquires the ability A acquired by character PA, but it may also be possible to perform a process in which multiple other characters acquire the ability A acquired by character PA.
[0197] [8.1] Given Conditions After the level of the character PA reaches the limit value, if a given condition (ability acquisition condition) is satisfied, the server device 10 performs a process of making the second character (for example, the character PB) acquire an ability. In this way, it becomes necessary to satisfy the given condition in order to make the character PB acquire an ability, so that the interest of the game can be increased.
[0198] For example, the server device 10 may determine that a given condition is satisfied when at least one of the following is satisfied: the level of the character PB is equal to or higher than a predetermined value (e.g., 10 or higher) and the character PB has a specific ability (e.g., ability X). Note that the specific ability (ability X) may be an ability that can be obtained even if the level of the character PB does not reach a limit value, or may be an ability that can be obtained after the level of the character PB reaches a limit value.
[0199] Furthermore, the server device 10 may determine that a given condition is satisfied when the level of the character PB reaches a limit value (for example, 99). In this way, characters whose levels have reached the limit value can exchange abilities with each other, which can further encourage continuous use of the characters.
[0200] In addition, the server device 10 may determine that a given condition is met when a bonus parameter (e.g., fragment A of ability A) is equal to or greater than a predetermined value (e.g., 3 or greater). In other words, when a mission of a game using the character PA (e.g., a mission to collect three pieces of fragment A of ability) is cleared, the server device 10 determines that a given condition is met.
[0201] For example, the server device 10 may determine a success rate for acquiring an ability, and may allow the character PB to acquire the ability based on the success rate. In other words, the server device 10 may determine that a given condition is met when a success is determined based on the success rate. Also, the success rate for acquiring an ability may be determined based on the game progress status until the level of the character PA reaches a limit value. For example, the success rate for acquiring an ability may be increased according to the game play time from when the character PA starts the game until the character PA reaches the maximum level.
[0202] Furthermore, the server device 10 may determine an ability value (an example of an ability parameter) when the character PB acquires an ability based on the game progress status until the level of the character PA reaches a limit value. For example, ability A is an ability that increases the attack power by 10 times (ability value = 10), but the ability value (magnification of attack power) may be increased according to the game play time from when the character PA starts the game until the character PA reaches the maximum level.
[0203] As mentioned above, the given condition may be any of a number of conditions, such as a level being equal to or above a predetermined value, possessing a specific ability, etc., and the server device 10 determines that the given condition is met when one or more of these conditions are satisfied.
[0204] [8.2] Processing notifications of given conditions The server device 10 may notify the player A of the given condition. Fig. 7 shows an example of a game screen Sc1 displayed on the terminal device 20 of the player A after the level of the character PA reaches a limit value. For example, when the given condition is "collect three pieces A", the server device 10 presents information 71 of the given condition to the terminal device 20 of the player A on the game screen Sc1.
[0205] The information 71 of the given condition is, for example, message information such as "If you collect three pieces A in a game play using the character PA, you can make another character acquire the ability A." Note that the server device 10 may notify the number of pieces A.
[0206] FIG. 8 shows an example of a game screen Sc2 displayed on the terminal device 20 of the player A when a given condition is satisfied based on the game progress using the character PA after the level of the character PA reaches a limit value.
[0207] For example, when a given condition is satisfied after the level of the character PA reaches a limit value, the server device 10 notifies the player of the information 81 indicating that the given condition is satisfied. In this way, the player can recognize in advance that the given condition is satisfied.
[0208] The information 81 indicating that a given condition has been met is message information saying "Three fragments A have been collected through game play using character PA. Another character can acquire ability A."
[0209] 8, a link (button) 82 for allowing another character to acquire ability A is displayed. Then, when player A clicks on link A4, the server device 10 transfers ability A from player A to, for example, character PB, which is another character. An acquisition instruction to acquire the item is accepted.
[0210] When the server device 10 receives the acquisition instruction from the player A, it consumes (subtracts) three fragments corresponding to the ability A of the character PA, and performs a process of making the character PB acquire the ability A. That is, it sets the ability A in correspondence with the character PB. This allows the character PB to acquire the ability A without reaching the level limit. That is, according to this embodiment, the character A who has reached the maximum level acquires the ability A, and furthermore, it is possible to provide an environment in which the character PB can acquire the ability A in the same way as the character PA.
[0211] [9] Flowchart Next, the flow of processing by the server device 10 will be described with reference to Fig. 9. First, it is determined whether or not the level of the character PA has reached a limit value (step S1).
[0212] Then, when the level of the character PA reaches the limit value (Y in step S1), the ability A is given to the character PA (step S2).
[0213] Then, fragment A (an example of a benefit) is given to player A according to the progress of the game using the character PA (step S3).
[0214] It is determined whether the number of pieces A of player A (an example of a privilege parameter) has reached a predetermined number or more (for example, three or more) (step S4).
[0215] Then, when the number of fragments A reaches or exceeds a predetermined number (for example, 3 or more) (Y in step S4), it is determined whether or not an instruction to acquire a skill has been accepted (step S5).
[0216] When an instruction to acquire a skill is received (Y in step S5), a selection of a character from among characters other than character PA that is to acquire the skill is received (step S6). That is, a selection of a character from which the skill is to be acquired is received from player A.
[0217] Then, a predetermined number (e.g., 3) is consumed (subtracted) from the number of fragments A, and a process is performed to make the selected character acquire ability A (step S7). For example, when a selection of character PB is accepted as the character to acquire an ability, a process is performed in which 3 fragments A are consumed from player A, and character PB acquires ability A corresponding to fragment A. This ends the process.
[0218]
[10] Abilities In this embodiment, the ability given to the character PA when the character PA reaches the limit value, or the ability given to the player A according to the game progress of the character PA who has reached the limit value, may be an ability that is not available before the character PA reaches the limit value. In this way, the ability given when the limit value is reached can be a rare ability.
[0219]
[11] Application examples [11.1] The process of acquiring abilities In the above-described embodiment, the server device 10 has been described as causing the first character to acquire an ability when the level of the first character reaches a limit value (e.g., level 99). However, the server device 10 may also perform a process of causing the second character to acquire an ability without causing the first character to acquire the ability.
[0220] For example, when the level of character PA owned by player A reaches a limit value (e.g., 99), the server device 10 grants ability A in association with the player ID of player A. Then, the server device 10 causes characters owned by player A other than character PA to acquire the ability A. For example, the server device 10 accepts a selection of character PB from among characters owned by player A other than character PA based on an operation instruction from player A, and causes the selected character PB to acquire the ability A.
[0221] In addition, after the level of character PA reaches a limit value, the server device 10 may cause character PA to acquire ability A by using a bonus (e.g., three fragments A) granted to player A in accordance with the progress of the game using character PA.
[0222]
[12] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0223] In this embodiment, the game is not limited to an RPG game, but may be, for example, an action game, a fighting game, a sports game, or other battle game, a music game, a training game, or other simulation game.
[0224] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0225] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0226] 10. Server equipment 20, 20A, 20B, 20C terminal equipment, 100 processing section, 101 Communication control section, 102 Web processing section, 103 Game control unit, 104 Timer management unit, 107 Display control unit, 111 Progress Management Department, 112 Competency Management Department, 113 Selection processing unit, 114 Benefits Granting Department, 115 Notification Department; 140 storage section, 142 Main memory, 144 game data storage unit, 146 player information storage unit, 180 Information storage media, 196 Communications Department, 120 input section, 130 Display section, 200 processing unit, 210 Communication control section, 211 Web browser, 212 game processing unit, 213 Display control unit, 220 Drawing section, 230 sound processing unit, 260 input section, 262 detection unit, 270 Memory section, 271 Main memory, 272 drawing buffer, 280 Information storage media, 290 display section, 292 Sound output unit, 296 Communications Department
Claims
1. A program for controlling a game in which a player owns multiple characters and uses the characters to progress through the game, a progress management unit that executes a process of changing a progress parameter associated with the character up to a given limit value in accordance with the game progress of the character; causing a computer to function as a capability management unit which performs processing to cause a character to acquire a predetermined capability; The capability management unit includes: A program characterized by carrying out a process for causing a second character to acquire abilities in accordance with game progress using a first character after the progress parameter of the first character reaches the limit value.
2. In claim 1, The capability management unit includes: When the progression parameter of the first character reaches the limit value, a process is performed to cause the first character to acquire an ability; A program characterized by carrying out a process of making the second character acquire the same ability as the first character acquired, in accordance with game progress using the first character, after the progress parameter of the first character reaches the limit value.
3. In claim 1 or 2, The capability management unit includes: When the progression parameter of the first character reaches the limit value, a process is performed to cause the first character to acquire an ability; A program characterized by performing a process of making the second character acquire the same ability as the ability acquired by the first character in accordance with game progress using the ability acquired by the first character after the progress parameter of the first character reaches the limit value.
4. In claim 2 or 3, The capability management unit includes: A program that determines the ability to be acquired by the first character based on a game progress status until the progress parameter of the first character reaches the limit value.
5. In any one of claims 2 to 4, The computer is further caused to function as a selection processing unit that performs a process of selecting one of a plurality of abilities by lottery; The selection processing unit: determining a probability of the selection based on a game progress status until the progress parameter of the first character reaches the limit value; The capability management unit includes: A program characterized by determining the ability selected by the selection processing unit as the ability to be acquired by the first character.
6. In any one of claims 1 to 5, a bonus granting unit that grants a bonus to a player in accordance with a game progress using the first character after the progress parameter of the first character reaches the limit value, Making computers work better The capability management unit includes: A program that performs a process of causing the second character to acquire the ability based on the use of the benefit granted by the benefit granting unit.
7. In claim 6, The privilege granting unit, A program characterized by determining whether or not a granting condition is met after the progress parameter of the first character reaches the limit value, and granting the benefit to the player if the granting condition is met.
8. In claim 6 or 7, The privilege granting unit, A program for determining that a condition for granting a bonus is satisfied when at least one of a condition related to an event, a condition related to a player's billing status, and a condition related to a game play status is satisfied.
9. In any one of claims 6 to 8, The privilege granting unit, The program determines the condition for granting the first character based on a game progress status until the progress parameter of the first character reaches the limit value.
10. In any one of claims 6 to 9, The privilege granting unit, A program characterized by determining at least one of the success rate of granting the bonus, the bonus parameter associated with the bonus, and the ability parameter acquired by the second character when the bonus is used, based on the game progress status until the progress parameter of the first character reaches the limit value.
11. In any one of claims 1 to 10, The capability management unit includes: A program that performs a process of causing the second character to acquire the ability when a given condition is satisfied.
12. In claim 11, The capability management unit includes: A program characterized by determining that the given condition is met when at least one of the following is met: the second character's progress parameter is equal to or greater than a predetermined value, and the second character has a specific ability.
13. In claim 11 or 12, The capability management unit includes: A program for determining that the given condition is satisfied when the progression parameter of the second character has reached the limit value.
14. In any one of claims 11 to 13, causing the computer to further function as a benefit providing unit that provides a benefit to a player in accordance with a game progress using the first character after the progress parameter of the first character reaches the limit value; The privilege granting unit, When a benefit is given, a process of changing a benefit parameter associated with the benefit is performed; The capability management unit includes: The program is characterized by determining that the given condition is satisfied when the bonus parameter is equal to or greater than a predetermined value.
15. In any one of claims 11 to 14, The capability management unit includes: A program characterized by determining at least one of the success rate of the second character acquiring the ability and the parameters of the ability when the second character acquires the ability, based on the game progress status until the progress parameter of the first character reaches the limit value.
16. In any one of claims 11 to 15, The program further causes the computer to function as a notification unit that notifies the player of the given condition.
17. In any one of claims 11 to 16, The notification unit is The program further causes the computer to function as a notification unit that, when the given condition is satisfied, notifies the player of information indicating that the given condition has been satisfied.
18. A server device in which a player owns a plurality of characters and controls the progression of a game using the characters, a progress management unit that executes a process of changing a progress parameter associated with the character up to a given limit value in accordance with the game progress of the character; a capability management unit that performs processing to cause a character to acquire a predetermined capability, The capability management unit includes: A server device characterized in that, after the progress parameter of a first character reaches the limit value, a process is performed to cause a second character to acquire abilities in accordance with the game progress using the first character.
19. A game system in which a player owns a plurality of characters and controls the progression of a game using the characters, a progress management unit that executes a process of changing a progress parameter associated with the character up to a given limit value in accordance with the game progress of the character; a capability management unit that performs processing to cause a character to acquire a predetermined capability, The capability management unit includes: A game system characterized in that after the progress parameter of a first character reaches the limit value, a process is performed to cause a second character to acquire abilities in accordance with the game progress using the first character.
Citation Information
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