Game system, server system, and program
By designing a server system that dynamically adjusts the attributes and selection order of game media in the game system, the problem of insufficient use of game media in the prior art is solved, and the fun and attractiveness of the game is improved.
Patent Information
- Application Number
- JP2023170726
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2025-04-10
AI Technical Summary
When using game media, existing game systems cannot dynamically adjust their capabilities and selection order according to the game situation, resulting in insufficient motivation of game media by players and low game fun.
A server system is designed to connect terminal devices through the network, provide a setting diagram with multiple grids, dynamically adjust the attributes and selection order of unselected grids according to the player's game situation, and increase the value of game media and player's use motivation.
By dynamically adjusting the attributes and selection order of the game media, players use motivation is increased, and the game is more fun and attractive.
Smart Images

Figure 2025060170000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a server system, a program, and the like. [Background technology]
[0002] 2. Description of the Related Art Conventionally, game systems have been known that use maps for granting benefits such as items, which are called skill maps and allow a player or a player character operated by the player to acquire items or skills.
[0003] In particular, such skill maps have a tree-like or sugoroku-like shape and are composed of a number of squares, and by selecting each square, the player is given the item or the like associated with that square, and are incorporated into various games as a means of acquiring items separate from game progress.
[0004] Recently, in such games, game systems have become known that allow players to change the abilities associated with the squares on the skill map using points or experience points earned as the game progresses, or that allow players to change the order of selection (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2021-145732 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, in the game system described in Patent Document 1, the abilities and selection order associated with the squares of a specific map, such as a skill map, are not changed depending on the usage of game media such as items, and the map does not stimulate motivation to use the game media.
[0007] The present invention has been made to solve the above-mentioned problems, and its object is to provide a game system etc. that can stimulate players' motivation to use game media and increase interest in the game. [Means for solving the problem]
[0008] (1) In order to solve the above problems, the present invention provides A server system that causes a terminal device connected via a network to execute a given game using game media provided to a player, comprising: a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing content of a game medium associated with an unselected square constituting the setting map based on a game status of the game at a given timing; providing means for providing information about the game to the terminal device; The present invention has a configuration comprising:
[0009] With this configuration, the present invention can change the number, attributes, parameters, or information (number, attributes, parameters, or degree of selection) of game media associated with unselected squares in a setting map, or the content of information regarding the population when the game media is acquired by a selection process, depending on the game situation, such as the usage status of game media such as items or characters acquired from the setting map.
[0010] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the setting map depending on the game situation, such as the usage status of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0011] It should be noted that the "given game" includes various types of games, such as competitive games (fighting games and sports games), RPGs, shooting games, racing games, and simulation games.
[0012] Furthermore, the "game medium" is preferably, for example, an item used in a game, but may also be a virtual game medium used in a game, such as a game card. In particular, a game card is a game card that specifies characters such as a player character, items such as weapons, in-game currency, tools, and life energy possessed by each character, parameters (such as ability values) that define the characters and items, or various parameters possessed by the characters and items (including in-game currency, points, or experience values).
[0013] A "setting map" is a map in which a number of squares that can be selected (unlocked) depending on the values of parameters (variable parameters such as ability values, experience points, points, or in-game currency) that change as the game progresses are arranged in a predetermined shape, such as a rectangle (such as a regular hexagon), a circle (including an oval), or a star.
[0014] Furthermore, the "selection order" refers to the selection order in a case where a new square becomes selectable each time a given condition, such as consuming points, clearing a task, or making a payment, is met.
[0015] "Given conditions" include, for example, (A1) Parameters that change as the game progresses for an individual player or player character, such as level and experience points; (A2) At least one of the game elements of the player or the player character, and the type of the game element; (A3) at least one of the presence or absence of a player's gaming behavior, such as the timing of acquiring a login number, and the time element (timing, period, etc.) related to the gaming behavior, or (A4) a combination of two or more of these, The given conditions may vary for each player, for each level (rank), attribute, or type of player or player character, or the difficulty level may increase each time a condition is met.
[0016] In addition to the above, the "given timing" may basically be any specific timing during game execution, and is preferably a square selection timing, such as the timing when any square on the skill map is selected, or the timing when a specific square is selected.
[0017] Moreover, an "unselected square" refers to a square that is to be selected at a selection timing that follows the timing at which an arbitrary square is selected by a selection process.
[0018] The "usage status" includes the circumstances under which the player character or item was used during a given period of time in the game, such as the number of times the player character or item was used, the frequency of use, the number of enemy characters defeated, the number of attacks received from enemy characters, and the number of matches lost.
[0019] Furthermore, "changing the content of the game media" refers to changing the number, attributes, parameters, or information (number, attributes, parameters, or degree of selection) of the game media regarding the population when the game media is obtained by a selection process.
[0020] (2) In order to solve the above problems, the present invention provides A server system that causes a terminal device connected via a network to execute a given game using game media provided to a player, comprising: a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game content corresponding to the selected square in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a selection candidate change processing means for executing a selection candidate change process for changing at least one of a selection path of unselected squares in the setting map and the selection order of the unselected squares based on a usage status of the game medium used in the game at a given timing; providing means for providing information about the game to the terminal device; The present invention has a configuration comprising:
[0021] With this configuration, the present invention can change the arrangement or selection order of unselected squares in a setting map depending on the game situation, such as the usage status of game media such as items or characters acquired from the setting map.
[0022] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the set map depending on the game situation, such as the use of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0023] In addition, the "selection path of unselected squares and the selection order of the unselected squares" refers to, for example, adding, deleting, or rearranging the path when the transition between each square is made along a preset path.
[0024] (3) In order to solve the above problems, the present invention provides A server system that causes a terminal device connected via a network to execute a given game using game media provided to a player, comprising: The game medium is a setting map having a plurality of squares each corresponding to the setting map, a presentation means for presenting to the player a setting map in which the plurality of squares are formed in a given arrangement and the selection order of the squares is predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for making either a change to add a new unselected square to the setting map or a change to add a new selection path to the unselected square at a given timing based on a game situation of the game; providing means for providing information about the game to the terminal device; The present invention has a configuration comprising:
[0025] With this configuration, the present invention can make modifications to add new unselected squares to a setting map and modifications to add new selection paths to the unselected squares, depending on the game situation, for example, the usage status of game media such as items or characters acquired from the setting map.
[0026] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the set map depending on the game situation, such as the use of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0027] (4) The present invention also provides The selection candidate change processing means The selection candidate change process is executed based on the usage status of the game media used in the game as the game status of the game.
[0028] With this configuration, the present invention, for example, enables a player to obtain game medium from the set map that is more advantageous to the player in the game, thereby motivating the player to use the game medium and increasing the interest in the game.
[0029] (5) The present invention also provides The selection candidate change processing means The selection candidate change process is configured to execute a selection candidate change process that changes the parameters defined for the game media or the number of the game media as the content of the game media associated with the unselected squares.
[0030] With this configuration, the present invention enables a player to acquire game media having parameter values such as ability values, stamina values, points or experience values that give the player an advantage in the game, or a large number of the same or similar game media, the more the player uses the game media obtained from the setting map.
[0031] Therefore, the present invention can stimulate the player's motivation to use the game medium and increase the interest in the game.
[0032] (6) The present invention also provides a group of game contents including a plurality of game contents is associated with the square selected by the selection process; The registration means: When a square is selected by the selection process, a determination process is executed to determine a game medium to be registered by a selection process under given conditions; The determined game medium is registered in the storage means.
[0033] With this configuration, the present invention can further increase interest in the game by allowing a player to acquire game medium through a selection process, creating a sense of excitement when acquiring the game medium, and also providing a sense of anticipation for acquiring the game medium and a sense of joy when advantageous game medium is won.
[0034] It should be noted that the "determination process" may determine one game medium, or may determine two or more game media.
[0035] (7) The present invention also provides The selection candidate change processing means The selection candidate change process is configured to change the degree to which a specific game medium included in the group of game media is selected as the content of the game medium to be changed.
[0036] With this configuration, the present invention can further enhance the excitement of acquiring a game medium, the anticipation of acquiring the specific game medium, and the joy upon acquiring the specific game medium, by increasing the degree to which a specific game medium, such as an S rare item or an SS rare item, is selected (e.g., the selection probability).
[0037] In addition, the "specific game medium" is preferably a game medium that provides the player with an advantageous effect in the game, but it may also be a game medium that provides the player with an adverse effect, or a game medium that enables the player to achieve a specific objective.
[0038] (8) The present invention also provides The selection candidate change processing means The selection candidate change process is configured to change a selection path of the squares formed in accordance with the selection order in the setting map as the selection order of the unselected squares in the setting map.
[0039] With this configuration, the present invention can change the selection order in the set map, for example by deleting squares or changing the transition route between squares, thereby motivating the player to use the game medium and increasing the interest of the game.
[0040] The "selected path" refers to a transition path that is formed in accordance with the selection order when squares are selected in the selection order.
[0041] (9) The present invention also provides The selection candidate change processing means The usage status of the game medium is configured to use at least one or a combination of two or more of the number of times and duration of use of the game medium in the game, the number of times it was involved with other characters, and the attributes of the game medium.
[0042] With this configuration, the present invention makes it easy to use game content obtained from the setting map in the game, and can stimulate the player's motivation to use the game content.
[0043] In addition, "number of times interacting with other characters" includes the number of wins and losses when fighting against other characters, the number of times they fought together on the same team, the number of times they helped during battle (the number of times they healed or healed with magic), the number of times they conversed, and the number of times they gave given items as gifts.
[0044] In addition, "attributes of the game medium" refers to the characteristics of the player character (the presence or absence of abilities and the parameters that define each ability), level or rank, role in the game (classification category such as fire attribute or water attribute, character type such as magician or warrior), or information assigned to the game medium (in the case of multiple player characters, information on the characteristics and attributes of each character).
[0045] (10) The present invention also provides The selection candidate change processing means The selection candidate change process is executed based on information about the game media stored in association with the player, together with the usage status of the game media used in the game.
[0046] With this configuration, the present invention can change the content of the game medium associated with an unselected square, or change the selection path or selection order of the unselected squares, based on information regarding the game medium that a player can use in the game, such as the type of game medium stored (including the type of attribute, for example, the type of role in the game), the number, or the type and value of a parameter, in addition to the usage status of the game medium.
[0047] Therefore, the present invention can strengthen weaknesses of a player (including the player character controlled by the player) that can be resolved by the player's game medium, or increase advantages, by selecting future squares, thereby stimulating the player's motivation to acquire game medium through the set map.
[0048] (11) The present invention also provides The information about the game medium includes information about attributes of the game medium; The selection candidate change processing means The selection candidate change process is configured to change the content of the game medium associated with the unselected squares to content that adjusts the bias in attributes in the game medium available in the player's game, or to change the selection path or selection order of the unselected squares to adjust the bias in attributes in the available game medium.
[0049] With this configuration, the present invention can strengthen weaknesses of a player (including the player character controlled by the player) that can be resolved by the attributes of the player's game media, or increase advantages, by selecting unselected squares.
[0050] In addition, "attribute bias" refers to a situation in which there are a large number of game media that have a specific role in the game and a small number of game media that have other roles, or a situation in which a specific ability does not have the minimum ability value required for the game.
[0051] (12) The present invention also provides The selection candidate change processing means The selection candidate change process is executed based on the progress of the game by the player as well as the usage status of the game media used in the game.
[0052] With this configuration, the present invention can change the content of the game media associated with an unselected square, or change the selection path or selection order of the unselected squares, based on the usage status of the game media, as well as the stage or task that the player is currently in progress or will be attempted in the future, the amount of time the player has played the game, or the number of days the player has logged in.
[0053] For example, the present invention can change the content of the game medium or change the selection path or selection order of unselected squares to gain an advantage in the game progression based on the player's progress in a certain part of the game or their progress regarding the attributes of the game medium, in addition to the usage status of the game medium.
[0054] Therefore, the present invention can strengthen weaknesses of a player (including the player character controlled by the player) that can be resolved by the player's game medium, or increase advantages, by selecting future squares, thereby stimulating the player's motivation to acquire game medium through the set map.
[0055] (13) The present invention also provides The providing means comprises: The system is configured to provide the terminal device with either change information related to the unselected squares changed by the selection candidate change process, or change prediction information for predicting the changes to the unselected squares that are the target of the selection candidate change process, as unselected square related information.
[0056] With this configuration, the present invention can provide the player with change information, for example, information about an unselected square that has been changed by a selection candidate change process, such as the changed content in the game medium associated with the unselected square, or the selection path or selection order of the changed unselected square.
[0057] In addition, instead of change information, the present invention can provide the player with information regarding the selection path of unselected squares, the selection order of the unselected squares, or the content of the game medium associated with the unselected squares, assuming that a selection candidate change process has been executed, as change prediction information.
[0058] Therefore, the present invention can make the player more interested in the game since it allows the player to consider a strategy for acquiring game content using the setting map.
[0059] In particular, the present invention may provide the player with information related to unselected squares on the condition that the player pays a predetermined cost, such as a fee or the consumption of an item or points.
[0060] (14) The present invention also provides The unselected square related information includes: (a) a selection path of unselected squares or a selection order of unselected squares according to the game situation; (b) the content of the game media corresponding to the game status and corresponding to the unselected squares; (c) a predicted selection path showing a predicted selection path of the unselected squares or a predicted selection order of the squares; and (d) the predicted content of the game media associated with the unselected squares; The present invention has a configuration including any one of the above.
[0061] With this configuration, the present invention allows the player to consider a strategy for acquiring game content using the setting map, thereby making the game more interesting.
[0062] In addition, "the selection path of unselected squares or the selection order of those squares according to the usage situation" and "the contents of the game medium corresponding to the unselected squares according to the usage situation" refer to the selection path, selection order, and contents of the game medium before the selection candidate change process is executed.
[0063] (15) The present invention also provides The selection candidate change processing means The selection candidate change process is executed based on the usage status of a special game medium indicating a game medium registered in correspondence with a square on the setting map, or based on the usage status when a plurality of such special game media are used in combination.
[0064] With this configuration, the present invention can change the content of the game medium associated with an unselected square, or the selection path of the unselected squares on the set map, or the selection order of the unselected squares, based on parameters set for the special game medium, such as the period of use of the special game medium, or the number of times or frequency of use of the special game medium.
[0065] It should be noted that "combining special game media" refers to, for example, a combination of a player character and a weapon equipped to the player character.
[0066] In addition, it is preferable that the "usage status" is managed for each period from the start of the game or the registration of the relevant game medium, for each period from when one square is selected and the registered game medium is acquired until when the next square is selected and the game medium is registered, or for each specified period, such as a predetermined period during the game.
[0067] (16) In order to solve the above problems, the present invention provides A game system for executing a given game using a game medium, comprising: a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a selection candidate change processing means for executing a selection candidate change process for changing the content of the game media associated with an unselected square constituting the setting map based on a usage status of the game media used in the game at a given timing; The present invention has a configuration comprising:
[0068] With this configuration, the present invention can change the number, attributes, parameters, or information (number, attributes, parameters, or degree of selection) of game media associated with unselected squares in a setting map, or the content of information regarding the population when the game media is acquired by a selection process, depending on the game situation, such as the usage status of game media such as items or characters acquired from the setting map.
[0069] That is, the present invention allows a player to obtain game contents that are advantageous to the player in the game from the set map according to the game situation such as the usage status of the game contents. This can stimulate players' motivation to use the game medium and increase their interest in the game.
[0070] (17) In order to solve the above problems, the present invention provides A server system for executing a given game using a game medium, comprising: a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game content corresponding to the selected square in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a selection candidate change processing means for executing a selection candidate change process for changing at least one of a selection path of unselected squares in the setting map and the selection order of the unselected squares based on a usage status of the game medium used in the game at a given timing; The present invention has a configuration comprising:
[0071] With this configuration, the present invention can change the arrangement or selection order of unselected squares in a setting map depending on the game situation, such as the usage status of game media such as items or characters acquired from the setting map.
[0072] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the set map depending on the game situation, such as the use of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0073] (18) In order to solve the above problems, the present invention provides A game system for executing a given game using a game medium, comprising: a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for making either a change to add a new unselected square to the setting map or a change to add a new selection path to the unselected square at a given timing based on a game situation of the game; The present invention has a configuration comprising:
[0074] With this configuration, the present invention can make modifications to add new unselected squares to a setting map and modifications to add new selection paths to the unselected squares, depending on the game situation, for example, the usage status of game media such as items or characters acquired from the setting map.
[0075] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the set map depending on the game situation, such as the use of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0076] (19) In order to solve the above problems, the present invention provides A program for executing a given game using a game medium, a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game media corresponding to each of the selected squares in a storage means in association with the player; A game control means for controlling the progress of the game using the registered game media; and a selection candidate change processing means for executing a selection candidate change process for changing the content of the game media associated with an unselected square constituting the setting map based on a usage status of the game media used in the game at a given timing; The present invention has a configuration that causes a computer to function as a
[0077] With this configuration, the present invention can change the number, attributes, parameters, or information (number, attributes, parameters, or degree of selection) of game media associated with unselected squares in a setting map, or the content of information regarding the population when the game media is acquired by a selection process, depending on the game situation, such as the usage status of game media such as items or characters acquired from the setting map.
[0078] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the setting map depending on the game situation, such as the usage status of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0079] (20) In order to solve the above problems, the present invention provides A program for executing a given game using a game medium, a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game medium corresponding to the selected square in a storage means in association with the player; A game control means for controlling the progress of the game using the registered game media; and a selection candidate change processing means for executing a selection candidate change process for changing at least one of a selection path of unselected squares in the setting map and the selection order of the unselected squares based on a usage status of the game medium used in the game at a given timing; The present invention has a configuration that causes a computer to function as a
[0080] With this configuration, the present invention can, for example, determine whether or not an unselected item or character in a setting map is used in accordance with a game situation, such as a usage situation of a game medium, such as an item or character obtained from the setting map. The arrangement or selection order of the squares can be changed.
[0081] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the set map depending on the game situation, such as the use of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game.
[0082] (21) In order to solve the above problems, the present invention provides A program for executing a given game using a game medium, a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game media corresponding to each of the selected squares in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; The device is configured to cause a computer to function as a selection candidate change processing means that executes a selection candidate change process that makes either a change to add a new unselected square to the setting map or a change to add a new selection path to the unselected square, based on the game status of the game at a given time.
[0083] With this configuration, the present invention can make modifications to add new unselected squares to a setting map and modifications to add new selection paths to the unselected squares, depending on the game situation, for example, the usage status of game media such as items or characters acquired from the setting map.
[0084] In other words, the present invention can allow a player to obtain game medium that is advantageous to the player in the game from the set map depending on the game situation, such as the use of the game medium, thereby motivating the player to use the game medium and increasing the interest in the game. [Brief description of the drawings]
[0085] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Diagram 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] 11A to 11C are diagrams for explaining a game control process including a selection process, a registration process, and a selection candidate change process in one embodiment. [Diagram 5] 11A to 11C are diagrams for explaining a game control process including a selection process, a registration process, and a selection candidate change process in one embodiment. [Figure 6] 11A to 11C are diagrams for explaining a game control process including a selection process, a registration process, and a selection candidate change process in one embodiment. [Figure 7] A diagram for explaining a skill map and skill map information in one embodiment. [Figure 8] A diagram for explaining a skill map and skill map information in one embodiment. [Figure 9] 11 is a diagram illustrating a selection candidate change process executed by a server device of an embodiment. FIG. [Figure 10] 11 is a diagram illustrating a selection candidate change process executed by a server device of an embodiment. FIG. [Figure 11] 11 is a diagram illustrating a selection candidate change process executed by a server device of an embodiment. FIG. [Figure 12] 11 is a diagram illustrating a selection candidate change process executed by a server device of an embodiment. FIG. [Figure 13] 13 is a flowchart showing the operation of a game control process including a skill map square selection process and a selection candidate change process executed by a server device of one embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0086] 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.
[0087] [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.
[0088] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides a given game service and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).
[0089] By accessing the server device 10 from the terminal device 20, the user can play a game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.
[0090] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 connected for communication via the Internet. 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 users.
[0091] In addition, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.
[0092] In particular, the server device 10 is capable of providing 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).
[0093] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. The server device 10 is configured to provide an online game that can be connected to other users' terminals (smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online at the same time.
[0094] On the other hand, the server device 10 may be composed of one (device, processor) or multiple It may be composed of a number of (devices, processors).
[0095] Furthermore, information such as billing information, game information, etc. stored in the memory area of the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), and when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).
[0096] Specifically, the server device 10 of this embodiment is configured to receive input information based on an operation by a user of the terminal device 20 (that is, a player who executes a game), and to perform game processing based on the received input information.
[0097] The server device 10 then transmits the game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that they can be viewed by the user.
[0098] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an 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 a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0099] Furthermore, the terminal device 20 is equipped with a web browser that enables browsing of web pages (data in HTML format).
[0100] That is, the terminal device 20 has a communication control function for communicating with the server device 10, and a Web browser function for performing display control using data received from the server device 10 (Web data, data created in HTML format, etc.), as well as transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device 20 may also acquire game progress control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.
[0101] 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 the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that causes the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or causes the server device 10 functioning as an SNS server to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and executes the game.
[0102] [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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] Further, the storage unit 140 of this embodiment has a game data storage unit 144, a player information storage unit 146, and a skill map information storage unit 148 in addition to the main storage unit 142, and constitutes the storage means of the present invention.
[0110] The game data storage unit 144 stores information about the game including condition information indicating various conditions related to the game (that is, game information).
[0111] In particular, the game data storage unit 144 stores information about the game field on which the game is played, content change data used in the selection candidate change process which specifies the usage status and the content to be changed of items, etc., information about each object on the game field, information for changing each object, various table information, information about each player's player character, and information about each item used in the game.
[0112] The player information storage unit 146 stores information about each player, including information about characters and items that the player can use in the game (i.e., that are registered as usable and that the player has the right to use or own) (hereinafter referred to as "item information"), and information about each player's game (hereinafter collectively referred to as "player-related information").
[0113] In particular, the item information in this embodiment is information for forming virtual game media, such as game cards, used in the game.
[0114] For example, in the case of a game card, item information in this embodiment is information defining characters such as a player character, items such as weapons, in-game currency, tools, and life energy possessed by each character, or the characters and items.
[0115] The skill map information storage unit 148 stores information (hereinafter referred to as "skill map information") about a map (hereinafter referred to as "skill map") in which multiple squares are formed in a given arrangement for granting players benefits used in the game.
[0116] In particular, each piece of skill map information stores information relating to the benefits given to the player in association with each square constituting each skill map (hereinafter referred to as "benefit information").
[0117] 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.
[0118] 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).
[0119] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, 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.
[0120] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a player management unit 104, a situation detection unit 106, a skill map management unit 107, a registration control unit 108, a timer management unit 109, and an information provision unit 110.
[0121] The communication control unit 101 performs processing for transmitting and receiving data via a network with the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.
[0122] In particular, the communication control unit 101 of this embodiment performs processing to transmit a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of that player.
[0123] In addition, the communication control unit 101 executes various processes for accepting instructions inputted by the player to the terminal device 20 .
[0124] 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 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0125] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0126] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and executes various game processes related to various competitive games such as battle games in which multiple players compete against each other and fight or engage in combat, action games, RPGs, sound games, or sports games, based on player operations input via the terminal device 20.
[0127] In addition, the game management unit 103 executes each game based on a player instruction transmitted from the terminal device 20. Execute a type of game processing.
[0128] In particular, the game management unit 103 controls the movement within the game space and each action in the game of the player character operated by each player in response to the player's operation input entered into the terminal device 20, while executing the actions of other related characters and objects and various game processes.
[0129] It should be noted that the game management unit 103 may execute various game processes for a single player character, or may execute various game processes for multiple player characters, based on instructions from one player.
[0130] The player management unit 104 manages items owned by the player and benefits acquired during the game as player-related information, and also manages the player character set by the player during the game or the deck on which the player character is set.
[0131] The situation detection unit 106 executes a game situation detection process for detecting a given situation of the player.
[0132] The skill map management unit 107 executes a process (hereinafter referred to as a "skill map setting process") for setting, for each player, a skill map in which new squares are specified as selectable (unlockable) according to parameters specified for each player, and manages the skill map for each player.
[0133] The registration control unit 108 manages items and the like that are given to each player according to the skill map.
[0134] In particular, the registration control unit 108 executes a registration process of granting corresponding items etc. according to each square of the skill map set for each player and registering the granted items etc. in the player information storage unit 146.
[0135] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device.
[0136] The information providing unit 110 generates various game information (including change information when the information on the squares has changed, or prediction information indicating a prediction when the information has changed) to enable the terminal device 20 to process the game, and provides the information to the corresponding terminal device 20.
[0137] In particular, the information providing unit 110 presents information about the skill map to the corresponding terminal device 20 as game information at a given timing.
[0138] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0139] The input unit 260 is a device for inputting input information from the player, and outputs the input information from the player to the processing unit 200 .
[0140] The input unit 260 of this embodiment includes a detection unit 262 that detects input information (input signal) from the player.
[0141] For example, the input unit 260 is composed of a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, a mouse, and the like.
[0142] 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, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.
[0143] 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.
[0144] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0145] In this embodiment, programs and game data for causing a computer to function as each part of this embodiment, which are stored in the information storage medium 180 and memory unit 140 possessed by the server device 10, are received via the network, and the received programs and data are stored in the information storage medium 280.
[0146] The programs and data received from the server device 10 may be stored in the storage unit 270. Such cases of receiving programs and data to function the network system are also included within the scope of the present invention.
[0147] The display unit 290 outputs the 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.
[0148] 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.
[0149] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0150] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.
[0151] The processing unit 200 performs various processes using a main memory unit 271 in a memory 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.
[0152] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display The display control unit 213, the drawing unit 220, and the sound processing unit 230. Note that some of these may be omitted.
[0153] 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.
[0154] The communication control unit 210 may store and manage destination information (IP address, port number) of the server 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.
[0155] In particular, the communication control unit 210 performs processing to transmit player identification information and operation information to the server device 10 and receive information related to the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.
[0156] 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 a game screen from the server device 10.
[0157] 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).
[0158] 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, Java (registered trademark), or the like, received from a Web server (server device 10).
[0159] The terminal device 20 can display information from a Web server specified by a URL 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.
[0160] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is satisfied, a process for executing a game, and a process for ending a game when a game end condition is satisfied.
[0161] 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 player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.
[0162] Here, the object space is a virtual space, and includes 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). It is a space where
[0163] In addition to setting the game cards as deck data, the game processing unit 212 also performs game processing including controlling the sending and receiving of various information at login, executing game processing based on the player's operation when executing a game in real time in conjunction with the server device 10, and playing received automatic calculation data when executing a game by automatic calculation.
[0164] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the Web browser 211 for display.
[0165] 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.
[0166] 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 .
[0167] [4] Method of the present embodiment [4.1] Overview Next, an overview of the method (selection process, registration process, and selection candidate change process) of this embodiment will be described with reference to FIGS.
[0168] 4 to 6 are diagrams for explaining the game control process including the selection process, the registration process, and the selection candidate change process in this embodiment.
[0169] The server device 10 of this embodiment is configured to work in conjunction with the terminal device 20 and provide game information such as the player character, other characters, the game space or parts of it, game parameters, background music, and the game scenario to the terminal device 20 for each player, and to execute games such as fighting games, combat games, and other competitive games, RPGs, or simulation games based on the operations of each player input via the terminal device 20.
[0170] In addition, the server device 10 is configured to execute a game using a skill map in which multiple squares for acquiring skills (new abilities or specified ability improvements) for the player character are set to be selectable (unlockable) for each player according to the values of variable parameters such as ability values, experience points, points, or in-game currency.
[0171] Specifically, the server device 10 of this embodiment is connected via a network and constitutes a server system that performs game progress control for executing a given game, including setting a skill map and granting bonuses, on a terminal device 20 operated by a player.
[0172] As shown in FIG. 4, the server device 10 of the present embodiment (A1) Present to the player a skill map (setting map) having a plurality of squares to which items, characters, or abilities thereof (hereinafter referred to as "items, etc.") are respectively associated, the plurality of squares being formed in a given arrangement, and the selection order of the squares being predefined; (A2) when a given condition is met, a selection process is executed to select at least one square from among the maps presented to the player in accordance with a selection order; (A3) registering items and the like associated with each selected square in the storage unit 140 in association with the player; (A4) Control the progress of the game using registered items, etc. (A5) acquiring a given situation regarding the player's game as a game situation; (A6) execute a selection candidate change process for changing the contents of the items, etc., associated with the unselected squares constituting the skill map based on the usage status of the items, etc., used in the game; (A7) Providing information related to the game (game information) to the terminal device 20; It has a configuration.
[0173] In addition, as shown in FIG. 5, the server device 10 of this embodiment may execute a selection candidate change process that changes at least one of the selection path of unselected squares on the skill map and the selection order of the unselected squares based on the game situation such as the usage status of items used in the game, instead of the above-mentioned selection candidate change process.
[0174] Furthermore, as shown in FIG. 6, the server device 10 of this embodiment may execute a selection candidate change process that performs at least one of a change to add a new unselected square to the skill map and a change to add a new selection path to the unselected square, based on the game situation such as the usage status of items used in the game, instead of the above-mentioned selection candidate change process.
[0175] Note that Figure 4 shows an example in which square M2 on a tree-type skill map presented to the player is selected, the item "flaming sword" associated with that square (selected square) M2 is registered in the memory unit 140, and the contents of items, etc. associated with unselected squares M3, M4, and M10 are changed.
[0176] FIG. 5 also shows an example in which square M2 on the tree-type skill map presented to the player is selected, the item "flaming sword" associated with square M2 (selected square) is registered in the memory unit 140, and the selection path to unselected squares M4 and M5 is changed to a selection path to unselected square 6.
[0177] FIG. 6 also shows an example in which square M2 of the tree-type skill map presented to the player is selected, the item "flaming sword" associated with that square (selected square) M2 is registered in the memory unit 140, an unselected square M15 is added, and the selection path from unselected square M3 to unselected square M4 is deleted, and a selection path from unselected square M3 to a new unselected square M15 and a selection path from the new unselected square M15 to unselected square M4 are added.
[0178] With this configuration, the server device 10 of this embodiment can change the number, attributes, parameters, or content of information (number, attributes, parameters, or lottery probability) regarding the population when the game medium is acquired by a selection process (e.g., a lottery process) of items or characters acquired from the skill map, depending on the usage status of the items or characters acquired from the skill map.
[0179] Furthermore, the server device 10 of the present embodiment can change the selection path or selection order of unselected squares in a skill map depending on the usage status of items, etc. acquired from the skill map.
[0180] Therefore, the server device 10 of the present embodiment increases the number of items that are advantageous to the player in the game based on the skill map as the player uses more of the available items. Since the player can acquire items from various sources, it is possible to stimulate the player's motivation to use items and to increase the interest of the game.
[0181] [4.2] Player-related information and skill map information, etc. [4.2.1] Player-related information Next, the player-related information of this embodiment will be described.
[0182] The player-related information is stored in the player information storage unit 146 for each player.
[0183] For example, the player-related information may include, for each player: (A1) The player’s nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (A2) Information regarding individual and team performance, such as current level (player level), points, experience points, energy parameter values (life energy value, stamina value, and power value), rewards acquired, or game time (hereinafter also referred to as "performance information"); (A3) Information on each available player character (hereinafter referred to as "player character information"), (A4) Information on items held by the player or player character (hereinafter referred to as "item information"). (A5) Information regarding billing, such as billing history and billing amount, (A6) Information regarding login (access) history (hereinafter referred to as "access history information"), and (A7) Information regarding other players with whom you have a certain relationship, such as registered friends or followers (hereinafter also referred to as "related players") (hereinafter referred to as "related player information"); etc.
[0184] In particular, the player character information includes a character ID that identifies the type of character, (B1) Character attributes, (B2) Level or rank, (B3) The presence or absence of a character's abilities and their values (i.e., parameters); (B4) The item ID of the item related to the character and whether or not it is registered; (B5) Usage information indicating the usage status of the character, and (B6) Flag information indicating whether or not the skill was acquired from the skill map It includes various information such as:
[0185] In addition, the item information is associated with an item ID that identifies the type of item, (C1) Item attributes, (C2) Level or rank, (C3) The presence or absence of an item's ability and its value (i.e., a parameter); (C4) The item ID of other items related to the item in question and whether or not they are registered; (C5) Usage information indicating the usage of the item; and (C6) Flag information indicating whether or not the skill was acquired from the skill map It includes various information such as:
[0186] The usage information includes parameter information based on the use of the player character or item during a specified period of the game, such as the number of times the player character or item has been used, the frequency of use during the period for which the usage is being determined, the number of enemy characters defeated, the number of attacks received from enemy characters, and the number of matches lost.
[0187] Furthermore, the specified period may be, for example, the period from the start of the game or the registration of the relevant game medium, or the period from when one square is selected and the relevant item, etc. is registered to when the next square is selected and the item, etc. is registered.
[0188] [4.2.2] Skill Map Next, the skill map and skill map information of this embodiment will be described with reference to FIG. 7 and FIG.
[0189] 7 and 8 are diagrams for explaining the skill map and skill map information of the present embodiment.
[0190] (Basic concept of skill mapping) As described above, the skill map of this embodiment is a map in which a number of squares are formed in a given arrangement for granting to the player player characters, items, ability values granted to these, in-game currency, experience points, points, and other items used in the game.
[0191] In particular, the skill map of this embodiment is a map in which a number of squares that can be selected (released) according to the values of parameters (variable parameters such as ability values, experience points, points, or in-game currency) that change as the game progresses are arranged in a predetermined shape such as a rectangle (such as a regular hexagon), circle (including an oval), or star, as shown in Figures 7A and 8A.
[0192] In the skill map of this embodiment, the transition between squares is determined by a transition path (e.g., a tree-like, bingo sheet-like, radial, concentric, or sugoroku-like (sphere board)) in which the selection order (release order) is determined based on the value of a variable parameter, and this is stored as skill map information for each player in the skill map information storage unit 148.
[0193] Each square has an item or the like defined for it, and when a square is selected (released), the corresponding item or the like is given to the player or the character being controlled by that player, and the given item or the like is registered in the player information storage unit 146 in correspondence with each player.
[0194] Specifically, each piece of skill map information is composed of map information on the map configuration, information on each square (hereinafter referred to as "square information"), information on the selection of each square (hereinafter referred to as "selected square information"), and information on items to be given to the player associated with each square.
[0195] For example, in the skill map formed by 12 squares of the sphere board (sphere type) of FIG. 7A, the skill map information is as follows, as shown in FIG. 7B: (A1) Mass information including mass ID, mass shape, and information on connections to other masses; (A2) Item information such as items to be given to players associated with each square; Includes:
[0196] For example, in the skill map formed by 12 regular hexagonal squares in FIG. 8A, the skill map information is as follows, as shown in FIG. 8B: (A1) Mass information including mass ID, mass shape, and information on connections to other masses; (A2) Benefit information to be given to a player associated with each square; Includes:
[0197] Each square may be assigned a group of items (i.e., an item group) that is made up of a plurality of items to be given to the player or player character.
[0198] That is, in each square, a group (population) of items etc. may be defined, which is premised on an event in which the items etc. to be given to the player are determined by a selection process such as a lottery process.
[0199] Furthermore, the selection order of each square may be changed during the game, in which case each square will be selected according to the new selection order that has been changed.
[0200] [4.2.3] Items associated with squares Next, items and the like associated with the squares in this embodiment will be described.
[0201] The items and the like associated with the squares in this embodiment are given to the player in association with each square on the skill map, and are stored in the player information storage unit 146 in association with the player.
[0202] In other words, information on items etc. associated with the squares in this embodiment (i.e., information on items etc. for the squares) is stored in the skill map information storage unit 148 for each square of the skill map stored in association with each player.
[0203] For example, items include characters such as the player character, the items themselves such as weapons, in-game currency, tools, and life energy possessed by each character, parameters (ability values, etc.) that define the character or item, or various parameters possessed by the character or item (including in-game currency, points, or experience points).
[0204] In addition, when an item group consisting of multiple items to be granted to a player or player character is defined for each square, the items may be determined and granted based on an event such as a selection process, such as a lottery process.
[0205] In addition, in cases where items or player characters can be synthesized, each square may be specified with not only the synthesis materials to be used for synthesis, but also items such as parameters for increasing the probability of success when synthesizing.
[0206] [4.3] Situation detection process [4.3.1] Detecting game progress Next, a process for detecting the game progress status (hereinafter, referred to as "game progress status detection process") as a status detection process in this embodiment will be described.
[0207] (Basic principles of game progress detection processing) The status detection unit 106 executes a game progress detection process for detecting, for each player, indicators and states (hereinafter referred to as "game elements") relating to the game of the player at a predetermined timing as the game progress status.
[0208] Specifically, the situation detection unit 106 detects the following as the game progress situation: (A1) Parameters that change as the game progresses for an individual player or player character, such as level and experience points (hereinafter referred to as "game parameters"); (A2) The presence or absence of a game element of a player or a player character, and the presence or absence of the game element At least one of the game elements of the type, or (A3) At least one of the presence or absence of a game action of a player, such as the timing of login or the timing of acquisition of a specific item, and a time element (such as timing or period) related to the game action (hereinafter, also referred to as "game action"); A game progress detection process is executed to detect the above.
[0209] In principle, the status detection unit 106 detects any one of the game elements (A1)-(A3) as the game progress status, but may detect two or more of these game elements as the game progress status.
[0210] (Game progress detection process in game parameters) The status detection unit 106 may execute a game progress detection process for detecting, as the game progress, game parameters that vary with the game progress of the player or the player character.
[0211] Specifically, the status detection unit 106 detects one or more current or past game parameters of the relevant player or player character, such as player level, player character level, charge amount (total charge amount within a specified period or cumulative charge amount from the start of the game), experience points, points, amount of in-game currency, and number of items held.
[0212] (Game progress detection process for game elements) The status detection unit 106 may execute a game progress detection process for detecting, as the game progress status, at least one of information on the presence or absence of a game element of the player or the player character and the type of the game element.
[0213] Specifically, the status detection unit 106 detects one or more game elements as the game progress status, which are current or past game elements for the relevant player or player character, such as whether or not the player or player character possesses an item or character (including the number of items or characters possessed) and the type of items or characters possessed.
[0214] (Game progress detection process for game actions and their time elements) The status detection unit 106 may execute a game progress detection process for detecting at least one of a game action related to a player or a player character and a time element related to the game action as the game progress status.
[0215] Specifically, the status detection unit 106 detects various game actions, such as logging in, executing (playing) a game, charging, and participating in events such as lottery events and mini-games, as the game progress status.
[0216] Furthermore, the situation detection unit 106 detects, as a time element related to a gaming action, the above-mentioned various gaming actions related to a timing time element or a continuous time element as a game progress state.
[0217] In particular, in terms of a timing element, the situation detection unit 106 may detect a game action of a player or a player character at a given timing as the game progress situation.
[0218] In addition, in terms of a continuous time element, the status detection unit 106 may detect the status of access to the game as the player's gaming behavior as the game progress status.
[0219] For example, the situation detection unit 106 detects the following as timing-related time elements related to various game actions: (B1) Login timing (a specific login timing such as the first login timing or multiple login timings), (B2) Timing of billing, and (B3) The timing when the charge reaches a specified amount; (B4) The timing at which the game begins (B5) The timing of reaching a predetermined level, and (B6) The timing of obtaining a specific item, etc. is detected as the game progress.
[0220] In addition, for example, the situation detection unit 106 detects the following as continuous time factors related to various game actions: (C1) Number of logins (number of accesses), (C2) Login frequency (number of consecutive logins or number of accesses per day), and (C3) Time of access to the game (within the validity period, the total time from the start of the game, and within a specific period); Detect etc.
[0221] [4.3.2] Detection of item usage Next, a process for detecting the usage status of an item or the like (hereinafter, referred to as an "item usage status detection process") will be described as a status detection process in this embodiment.
[0222] The status detection unit 106 detects, for each player, the usage status of each item etc. that each player can use (that is, the items etc. stored in the player information storage unit 146).
[0223] Then, the situation detection unit 106 registers the detected information on the usage situation (that is, the usage situation information) in the player information storage unit 146 in association with each item, etc., and manages it.
[0224] For example, when the item is a player character, the situation detection unit 106 detects, for each character type, the number of times a specific special move of each character was used when fighting an enemy character and the situation in which the character won as the usage situation.
[0225] Then, the situation detection unit 106 registers the detected usage situation (the number of times each special move was used for each character type and whether or not there was a win) in the player-related information of the corresponding player.
[0226] The status detection unit 106 may manage usage information of items, etc., associated with the selected squares and registered in the player information storage unit 146, for each period from the start of the game or the registration of the item, etc., or for each predetermined period, such as the period from when one square is selected and an item, etc. (which may be any item, etc.) is acquired until the next square is selected and an item, etc. (which may be any item, etc.) is registered.
[0227] In addition, the usage information in this embodiment includes parameter information based on the use of the player character or item during a specified period of the game, such as the number of times the player character or item was used, the frequency of use during the period for which the usage is determined, the number of enemy characters defeated, the number of attacks received from enemy characters, and the number of matches lost.
[0228] [4.4] Selection process Next, the selection process of this embodiment will be described.
[0229] The skill map management unit 107 is a process executed for each player, and when given conditions (hereinafter referred to as "selection conditions") are met, it executes a selection process to select at least one square from the skill map presented to the player according to the selection order of each square.
[0230] Specifically, the skill map management unit 107 executes a selection process to select at least one of a plurality of squares based on a selection condition associated with the game progress status detected by the status detection unit 106 as described above.
[0231] That is, as a selection process, the skill map management unit 107 selects one or more squares on the skill map each time a selection condition is met, such as reaching a specified stage as a mission in the game or reaching a predetermined level.
[0232] For example, the skill map management unit 107 may set the following as a selection condition: (B1) Parameters that change with the game progress of an individual player or player character, such as level and experience points; (B2) At least one of the presence or absence of a game element of a player or a player character and the type of the game element; (B3) At least one of the presence or absence of a player's gaming behavior, such as the timing of login acquisition, and the time element (timing, duration, etc.) related to the gaming behavior, or (B4) A combination of two or more of these, satisfies a predetermined condition.
[0233] In addition, when a predetermined selection condition is met, the skill map management unit 107 selects a square from the skill map presented to the player according to the selection order set for each square of the skill map.
[0234] [4.5] Registration process Next, the registration process of this embodiment will be described.
[0235] When a specific square is selected by the selection process for each player, the registration control unit 108 executes a registration process to register items, etc. stored in association with the selected square in the player information storage unit 146 so that the items, etc. are associated with the relevant player and can be used.
[0236] In particular, the registration control unit 108 refers to the skill map information storage unit 148 based on the square selected by the selection process, and executes a registration process in which an item or the like stored in association with the selected square is granted to the relevant player and registered in the player information storage unit 146.
[0237] Note that the registration control unit 108 of this embodiment may not only grant the skill to the player, but may also grant the skill so that it can be used by the player's character operated by the player.
[0238] On the other hand, in the case where an item etc. group consisting of multiple items etc. is defined in association with each square on the skill map, when a square is selected as a selection process as described above, the registration control unit 108 may determine an item etc. (an item etc. to be given to the player) to be registered in association with the relevant player from the item etc. group associated with the square.
[0239] In other words, when a square selected by the selection process is associated with an item group consisting of multiple items, etc., and a square is selected by the selection process, the registration control unit 108 may execute a determination process to determine the items, etc. to be registered by a lottery process, and register the determined items, etc. in the player information storage unit 146.
[0240] Note that the registration control unit 108 may determine one item or may determine two or more items in the determination process.
[0241] [4.6] Selection candidate change process Next, a selection candidate change process executed by the server device 10 of the present embodiment will be described with reference to FIGS.
[0242] 9 to 12 are diagrams for explaining the selection candidate change process executed by the server device 10 of the present embodiment.
[0243] (Basic principles of selection candidate change processing) As described above, the skill map management unit 107 executes a selection candidate change process that changes the contents of items, etc. associated with unselected squares that constitute the relevant skill map based on the game situation (specifically, the above-mentioned game progress situation) such as the usage status of items, etc. that the player has the right to use (owns) at a given time.
[0244] In particular, when a specific square on the skill map is selected by a selection process, the skill map management unit 107 changes the contents of an item, etc. associated with a square (i.e., a currently unselected square) that will be selected at the selection timing of a selection process that is executed after the timing (i.e., the selection timing) at which the selected square (i.e., the selected square) is selected, as a selection candidate change process.
[0245] In other words, the skill map management unit 107 changes the contents of items, etc. associated with unselected squares that have not yet been selected, depending on the usage status of items, etc. already owned (i.e., items, etc. associated with selected squares and registered in the player information storage unit 146).
[0246] In addition, the skill map management unit 107 executes a selection candidate change process at a given timing, which may be the timing when any square on the skill map is selected or a specific timing in the game including the timing when a specific square is selected.
[0247] In particular, the skill map management unit 107 executes a selection candidate change process for changing the parameters defined for the items, etc., or the number of the items, etc., as the contents of the items, etc., associated with the unselected squares.
[0248] On the other hand, the skill map management unit 107 may execute a selection candidate change process that changes at least one of the selection path of the unselected squares in the skill map and the selection order of the unselected squares, instead of changing the contents of the items, etc. associated with the unselected squares that constitute the skill map.
[0249] In other words, as a selection candidate change process, the skill map management unit 107 may change at least one of the selection path of unselected squares that constitute the relevant skill map and the selection order of the unselected squares based on the usage status of items, etc. that the user has the right to use (owns) at a given time.
[0250] In particular, in this case, as a selection candidate change process, when a specific square in the skill map is selected by a selection process, the skill map management unit 107 changes the selection path or selection order of unselected squares at the timing (i.e., selection timing) when the selected square (i.e., selected square) is selected.
[0251] (Game status (game progress status) used in selection candidate change processing) The skill map management unit 107 executes a selection candidate change process based on various game progress situations detected by the game progress detection process of the situation detection unit 106 as the game progress situation.
[0252] Specifically, the skill map management unit 107 manages the game progress as follows: (A1) Parameters that change as the game progresses for an individual player or player character, such as level and experience points (hereinafter referred to as "game parameters"); (A2) At least one of the game elements of the player or the player character, the presence or absence of the game element, and the type of the game element, or (A3) At least one of the presence or absence of a game action of a player, such as the timing of login or the timing of acquisition of a specific item, and a time element (such as timing or period) related to the game action (hereinafter, also referred to as "game action"); Based on the above, a selection candidate change process is executed.
[0253] (Usage status of items used in selection candidate change processing) The skill map management unit 107 may execute the selection candidate change process by using the usage status of items and the like as the game status (that is, the game progress status).
[0254] Specifically, the skill map management unit 107 executes a selection candidate change process based on at least one or a combination of two or more of the usage status of an item, etc., such as the number of times or the time for which the player character or item has been used in the game, the number of times it has been involved with other characters, the number of times it has been defeated when fighting other characters, and the attributes of the item, etc.
[0255] In particular, the skill map management unit 107 uses, as the number of times involved with other characters, the number of victories and defeats when fighting against other characters, the number of times they fought together on the same team, the number of times they helped during battle (the number of times they healed or healed with magic), the number of times they conversed, and the number of times they gave a given item as a gift.
[0256] The skill map management unit 107 uses, as attributes of items, etc., the player character's characteristics (whether or not the player has abilities and parameters that define each ability), level and rank, role in the game (classification category such as fire attribute or water attribute, or character type such as magician or warrior), information attached to items, etc. (in the case of multiple player characters, information on the characteristics and attributes of each character), etc.
[0257] In addition, the skill map management unit 107 executes a selection change process based on the usage status of items, etc., which is associated with each player and registered in the player-related information of the player information storage unit 146 as the usage status of items, etc.
[0258] In particular, the items etc. registered in correspondence with each player include, for example, items granted automatically or by the player's choice when the game starts, items granted in exchange for payment of costs such as charges, items acquired as bonuses during the game, and items acquired by selecting squares on the skill map.
[0259] In addition, the skill map management unit 107 may limit the items etc. registered in correspondence with each player to items etc. acquired by selecting a square on the skill map (hereinafter referred to as "special items etc."), and execute a selection change process based on the usage status of the special items etc.
[0260] In other words, the skill map management unit 107 may execute a selection candidate change process based on the usage status of special items, etc., which indicate items, etc., registered in correspondence with squares on the skill map, or the usage status when multiple special items, etc. are used in combination.
[0261] An example of a usage situation in which a plurality of special items are used in combination is a combination of a player character and a weapon equipped to the player character.
[0262] In this case, the skill map management unit 107 may execute a selection candidate change process based on the usage status of special items, etc. (hereinafter referred to as "special setting items, etc.") that indicate items, etc. registered in correspondence with squares on the skill map and that are set by a given process, or the usage status when multiple special setting items, etc. are used in combination.
[0263] In particular, as a given process, the skill map management unit 107 may execute a selection candidate change process based on the usage status of special setting items, etc. or combinations thereof set by the player's instructions, or the usage status of special setting items, etc. or combinations thereof set by analyzing the usage status of each item (for example, the usage status of items, etc. determined to be important to the player).
[0264] In addition to the above, the skill map management unit 107 may execute a selection change process based on the usage status of items, etc. for each predetermined period.
[0265] In other words, the skill map management unit 107 may, for example, tally up the usage status of items, etc. for each period from the start of the game or the registration of a corresponding item, etc., for each period from when one square is selected and an item, etc. (or a special item, etc.) is acquired until the next square is selected and an item, etc. is registered, or for each predetermined period during the game (hereinafter referred to as the "determination period"), and execute a selection change process based on the tally up usage status.
[0266] For example, if the skill level of an item is "10 levels," the skill map management unit 107 sets the judgment period from the start of the game until the item level becomes "5 levels," and when the item level becomes 5 levels or higher, the skill map management unit 107 executes a change process based on the usage status of the item during the judgment period.
[0267] (Processing 1 for changing the contents of items, etc. in the selection candidate change process: changing parameters) As part of the selection candidate change process, the skill map management unit 107 detects the usage status of the relevant item, etc., and based on the detected usage status, refers to the content change data stored in the game data storage unit 144 to identify the content of the item, etc. to be changed.
[0268] Specifically, when the skill map management unit 107 detects a given timing, such as when any square on the skill map is selected, it searches the player information storage unit 146 of the corresponding player and detects the usage status of the corresponding item, etc.
[0269] Specifically, the skill map management unit 107 manages one or more predetermined items, etc. Detect usage.
[0270] Then, based on the detected usage status, the skill map management unit 107 refers to content change data used in the selection candidate change process, which specifies the usage status and the content to be changed of the item, etc., and identifies the content to be changed of the item, etc.
[0271] At this time, the skill map management unit 107 identifies an unselected square in the skill map, and changes the contents of an item or the like registered in association with the identified unselected square.
[0272] In particular, the skill map management unit 107 may identify all unselected squares in the skill map, or may identify specific unselected squares, such as squares that are a predetermined number of selection steps behind the currently selected selected square, or squares that meet predetermined conditions.
[0273] Then, the skill map management unit 107 changes the parameters of the item etc., such as the attack power, ability value, or attributes, as the contents of the item etc. registered in association with the unselected square.
[0274] For example, as shown in FIG. 9, the content change data may specify the number of times a particular special move can be used at one time and its ability value (amount of damage inflicted on enemy characters: damage points) as the content to be changed for an item, etc. associated with an unselected square two spaces ahead in the selection order, depending on the number of times the special move has been used (for example, three levels) when the player character (hero) as an item, etc., wins a battle against an enemy character using the special move.
[0275] In this case, when executing the selection candidate change process, as shown in FIG. 9, the skill map management unit 107 detects the number of times the player character (hero) has been used, and based on the detected number of times of use, refers to the content change data to identify the number of times of use and ability value as the change content in the unselected squares.
[0276] Then, as shown in FIG. 9, the skill map management unit 107 identifies a specific square (for example, the square three spaces ahead of the current square in the selection order) among the unselected squares, and changes the number of times the special move can be used and the ability value of the player character associated with the identified square to the number of times the special move can be used and the ability value specified in the content change data.
[0277] Figure 9 shows an example in which, for an unselected square M4 on the skill map, when the character (hero) has used the square 5 times, the number of times that the special move that can be activated in one battle associated with the unselected square M4 can be activated is changed to "3 times," and the damage points that are inflicted on an enemy character at once when attacking the enemy character with each special move are changed to "20."
[0278] In addition, in the above case, instead of one unselected square, the skill map management unit 107 may identify a plurality of unselected squares among the unselected squares for which a player character is defined, and change the special move of the player character and the number of times it can be used, which are associated with each unselected square.
[0279] (Processing 2 for changing the contents of items, etc. in the selection candidate change process: changing the number of items) The skill map management unit 107 may change the number of items etc. associated with unselected squares instead of, or in addition to, parameters such as the basic attack power, ability value, or attributes of the items etc.
[0280] In this case, when the skill map management unit 107 detects a given timing, The player information storage unit 146 of the player in question is searched to detect the usage status of one or more predetermined items, etc.
[0281] Then, the skill map management unit 107 refers to content change data, which is data used in the selection candidate change process and specifies the usage status and the content to be changed of the item, etc., and identifies the content (number) to be changed of the item, etc. based on the detected usage status.
[0282] At this time, the skill map management unit 107 identifies an unselected square in the skill map, and changes the number of items, etc. registered in association with the identified selected square.
[0283] For example, as shown in FIG. 10, the content change data assumes a case in which the number of material items to strengthen a magic spell is specified as the content to be changed for an item, etc. associated with an unselected square according to the number of times the magic spell that heals an ally character is used (for example, three stages) as the usage status of the item, etc.
[0284] In this case, as shown in FIG. 10, when executing the selection candidate change process, the skill map management unit 107 detects the number of times that magic to heal an ally character is used, and based on the detected number of times that it is used, refers to the content change data and identifies the number of material items as the change content of items, etc. in the unselected squares.
[0285] Then, as shown in FIG. 10, the skill map management unit 107 identifies the unselected square that is closest to the current point in the selection order to an item associated with it, and changes the item, etc. associated with the identified square to a specified number of material items defined in the content change data.
[0286] In addition, Figure 10 shows an example in which the number of material items associated with an unselected square M4 on the skill map is changed to "2" when the character (hero) has used recovery magic three times.
[0287] (Processing for changing the selection path of unselected squares in the selection candidate change process) In the selection candidate change process, the skill map management unit 107 detects the usage status of the corresponding item, etc., and changes the selection path of at least the unselected squares of the skill map based on the detected usage status.
[0288] Specifically, the skill map management unit 107 may change the shape of the unselected squares from a rectangle to another shape such as a circle, or may change the arrangement of the unselected squares on the skill map.
[0289] Furthermore, the skill map management unit 107 may increase, delete, or rearrange the transition paths between unselected squares.
[0290] In particular, the transition paths of the skill map squares branch out depending on the usage situation in the game (offensive type, defensive type, support type, close-range type, long-range type, etc.), and the skill map management unit 107 determines the transition path depending on the playing tendency of the player or by the selection of the player.
[0291] In other words, the skill map management unit 107 changes the content of the squares on the route of an offensive square to reflect the player's playing tendencies, such as increasing the attacking power and shortening the amount of gauge required for a specific attack.
[0292] For example, as shown in FIG. 11, the content change data may specify, for each main player character as an item, a selection path type and, as the usage status of that character, a maximum number of battles against enemy characters.
[0293] In this case, when executing the selection candidate change process, as shown in FIG. 11, the skill map management unit 107 detects the character that is mainly used (i.e., the character that has been fought the most), and by referring to the content change data, identifies the selection path type corresponding to the detected character as the change content of items, etc.
[0294] Then, as shown in FIG. 11, the skill map management unit 107 determines (changes) the selected route to a route of a route type defined in the content change data from among a plurality of routes to which the unselected cells belong.
[0295] In addition, Figure 11 shows an example in which when square M3 on the skill map is selected, the main character used is an offensive character A, and therefore an offensive route is selected on an unselected square on the skill map.
[0296] In this case, the skill map management unit 107 may not change the contents of the items etc. associated with the unselected squares in the skill map, or may change them.
[0297] In addition, for an unselected square that has become unselectable due to a change in the selection path as described above, the skill map management unit 107 may process the unselected square as if it had been selected, or may change or add an item, etc. associated with the unselected square to an item, etc. in the unselected square on the selection path.
[0298] (Processing for changing the selection order of unselected squares in the selection candidate change process) In the selection candidate change process, the skill map management unit 107 detects the usage status of the corresponding item, etc., and changes the selection order of at least unselected squares in the skill map based on the detected usage status.
[0299] That is, the skill map management unit 107 changes the selection path (transition path) of the squares formed according to the selection order in the skill map as the selection order of unselected squares in the skill map.
[0300] Specifically, the skill map management unit 107 may replace the arrangement of unselected masses with the arrangement of other unselected masses, or may increase, delete, or rearrange the transition paths between unselected masses while maintaining the shape of the unselected masses.
[0301] For example, in the case of a skill map in which squares are selected from the start point (the central square) toward the end point located on the outer edge of a concentric spiral shape as shown in FIG. 12, before the selection candidate change process is executed, each time a selection condition is met, the skill map management unit 107 sequentially selects squares from the start point toward the end point.
[0302] In this case, as shown in FIG. 12, when a specific square is selected at a specific time (selection of square M5 in FIG. 12), the skill map management unit 107 may change the selection order from the previous selection order to a selection order in which selection is made from the end square of the skill map toward the start square, based on the usage status of the above-mentioned items, etc., or may change the selection order to a selection order in which any square can be selected, based on the player's instructions.
[0303] In other words, in this case, the skill map management unit 107 is configured to be able to first select a square that is advantageous to the player if the item, etc. associated with that square is advantageous to the player, the closer the selection order of the squares in the skill map is to the end square, thereby stimulating the player's motivation to use the game medium.
[0304] For example, Figure 12 shows an example in which when square M5 on the skill map is selected, if the number of battles in the main character's usage meets a prescribed number (e.g., 10 times), then square M12 at the very end of the skill map can be selected as the next unselected square that can be selected.
[0305] In addition, the skill map management unit 107 may change the selection order so that not only one unselected square but multiple unselected squares can be randomly selected, or may execute a selection process to select a specific square when selecting a square results in an unselected square being sandwiched between selected squares on the transition path.
[0306] In particular, the specific square in this embodiment is preferably an unselected square that is associated with an item, etc. related to the item, etc. associated with the selected square (such as an item that is compatible with the item, etc. in the selected square or an item for improving a skill), however, this is not limited thereto, and unselected squares may be selected sequentially each time a subsequent selection condition is met.
[0307] In this case, the skill map management unit 107 may not change the contents of the items etc. associated with the unselected squares of the skill map, or may change them.
[0308] (If an item group is associated with an unselected cell) When an item group consisting of multiple items etc. is specified in correspondence with an unselected square in the skill map, the skill map management unit 107 may execute a selection candidate change process to change the selection probability (lottery probability) of a specific item etc. included in the item group etc. as the content of the item etc. to be changed.
[0309] In particular, the skill map management unit 107 may change the specific item, etc., to an item, etc. that provides an advantageous effect to the player in the game, such as a rare item or a rare character. However, the skill map management unit 107 may also change the specific item, etc., to an item, etc. that provides an adverse effect to the player, or an item, etc. that allows the player to achieve a specific objective.
[0310] Specifically, the skill map management unit 107 uses table data in which item groups having different configurations for each usage situation of the items, etc. are defined.
[0311] In addition, as a selection candidate change process, the skill map management unit 107 detects the usage status of a specific item, etc. at a given timing, and based on the detected usage status, refers to table data to identify a group of items, etc. corresponding to the usage status.
[0312] Then, the skill map management unit 107 sets the identified group of items etc. to an unselected cell.
[0313] For example, the skill map management unit 107 may determine, as the usage status of items, etc., the number of times or the time of use of the player character or item in the game, the number of times the player character or item has been involved in the game, the number of times the player character or item has been defeated in a match against another character, and a combination of at least one or more of the attributes of the items, etc., to determine whether the specified group of items, etc. has not been used. A selection candidate change process is executed to set the selection box.
[0314] In addition, the skill map management unit 107 may identify an item etc. group based on at least one or a combination of usage of a specific item, and the higher the frequency of usage of a specific item, the higher the probability that a special item (high rarity, high parameters) included in the selected item etc. group will be selected.
[0315] [4.7] Information provision processing Next, the information providing process of this embodiment will be described.
[0316] The information providing unit 110 executes an information providing process for providing various game information related to the control and display of the game during the game.
[0317] In particular, the information providing unit 110 presents each player with a skill map for each player, in which a number of squares are formed in a given arrangement, for granting the player items, etc. used in a given game, based on the type of player.
[0318] Specifically, based on instructions from the corresponding player, the information providing unit 110 reads out skill map information stored in the skill map information storage unit 148 in association with the corresponding player, and provides the read skill map information to the terminal device 20 of the corresponding player and presents it to the player.
[0319] On the other hand, the information providing unit 110 may provide the player with, as unselected square related information, either change information related to the unselected square changed by the selection candidate change process, or change prediction information for predicting the change content of the unselected square that is the target of the selection candidate change process.
[0320] That is, in this case, the information providing unit 110 is configured to provide the player with change information, which is information changed by the selection candidate change process for an item or the like associated with the unselected square, or information related to the unselected square that has been changed by the selection candidate change process, such as the selection path or selection order of the changed square.
[0321] In addition, instead of the above-mentioned change information, the information providing unit 110 may provide the player with information regarding the selection path of the unselected squares, the selection order of the unselected squares, or the contents of the items, etc. associated with the unselected squares, as change prediction information, assuming that the selection candidate change process has been executed.
[0322] Specifically, the information providing unit 110 provides the relevant player with change prediction information, which is information on items, etc. associated with an unselected square adjacent to a selected square (hereinafter referred to as an "adjacent unselected square"), information on the changes that will be made if it is assumed that the items, etc. associated with the adjacent unselected square will be changed, and information on the usage status of items, etc. (including combinations) that are prerequisites for the changes.
[0323] In particular, the information providing unit 110 performs a given analysis based on the player character and items available to the relevant player and their current usage status to determine information on the usage status of items, etc. (including combinations) that are prerequisites for changes to unselected squares (specifically, changes to items, etc. associated with the unselected squares).
[0324] In addition, the unselected square related information in this embodiment includes the following: (A1) (Before the selection candidate change process is executed) The selection path of the squares or the selection order of the squares; (A2) The contents of items, etc., that correspond to unselected squares according to the usage situation (at the timing before the execution of the selection candidate change process), (A3) a predicted selection path indicating a predicted selection path of an unselected square or a predicted selection order of the squares; and (A4) The predicted content of the game media associated with the unselected squares (i.e., the content after the change); At least one of the above is included.
[0325] Note that the information providing unit 110 may perform the given analysis by machine learning a behavior pattern or the like according to the history of the player's actions in the game (for example, analysis by AI).
[0326] In addition, the information providing unit 110 provides not only information regarding the contents of obtainable items, etc., or attributes (type, number, or parameters) as changes in the change prediction information, but also hint information indicating the same (hereinafter referred to as "hint information").
[0327] When providing hint information, the information providing unit 110 sets conditions such as payment of a given cost, such as a charge or consumption of in-game currency, possession of a specific item, or a given player level.
[0328] For example, if an unselected square in the current stage is associated with an item that is associated with a skill that increases the attack power of the "Flaming Sword" owned by the player to "+30", and if using the "Flaming Sword" special move three times in the next stage is predicted to increase the bonus, the information providing unit 110 provides the player's terminal device 20 with prediction information such as "Using the flaming sword's secret technique three times in the next stage will increase the square's bonus!"
[0329] In addition, as described above, when the special move "Flame Sword" is used three times in the next stage, the skill map management unit 107 executes a selection candidate change process in which, in addition to the skill of normal attack power +30, an item "reducing accumulation of activation parameters required to activate secret techniques by 3%" is associated with the unselected square adjacent to the most recently selected square.
[0330] When the square on which the selection candidate change process is executed is selected, the skill map management unit 107 grants the corresponding player a bonus item of "a 3% reduction in the accumulation of activation parameters required to activate a secret technique" and registers it in the player information storage unit 146.
[0331] [4.8] Variations [4.8.1] Variation 1 Next, a first modified example of the selection candidate change process of this embodiment (selection candidate change process using item information, etc.) will be described.
[0332] (Outline of selection candidate change process using item information, etc.) This modified example is characterized in that the selection candidate change process according to the above embodiment is based on item information as well as the usage status of items.
[0333] In other words, the server device 10 of this modified example is configured to change the contents of items etc. associated with unselected squares, or to change the selection path or selection order of unselected squares, based on information on items etc. that the player can use in the game, such as the stored type of items etc. (including type of attributes, for example, type of role in the game), number, or type of parameters and their values, in addition to the usage status of items etc.
[0334] (Selection candidate change process) The skill map management unit 107 executes the selection candidate change process based on information about the items etc. (that is, item etc. information) stored in association with the player together with the usage status of the items etc.
[0335] Specifically, the skill map management unit 107 refers to the player's item information, detects the characters, items and their quantities owned, as well as the characters and items not owned, and based on the detected information, along with the usage status of the items, changes the contents of the items, etc. associated with the unselected squares, changes the selection path for the unselected squares, or changes the selection order for the unselected squares.
[0336] In particular, the skill map management unit 107 changes the contents of the items, etc. associated with the unselected squares in a direction that strengthens the possessed items, etc., or in a direction that gives the player an advantage in the game when using the possessed items, etc., or changes the selection path or selection order of the unselected squares.
[0337] On the other hand, the skill map management unit 107 may execute a selection candidate change process to eliminate bias in the attributes of items, etc. held by the player based on the selection of unselected squares, and execute a selection candidate change process with a view to strengthening the weaknesses of the player (including the player character operated by the player) or acquiring items, etc. that will increase advantages.
[0338] In other words, the skill map management unit 107 has a configuration that allows it to reinforce weaknesses of the player (including the player character operated by the player) that can be resolved by the attributes of the player's items, etc., or to increase advantages, by selecting an unselected square.
[0339] Specifically, as a selection candidate change process, the skill map management unit 107 changes the contents of the items, etc. associated with the unselected squares to contents that adjust the bias in attributes of the items, etc. that can be used by the player in the game.
[0340] Similarly, as a selection candidate change process, the skill map management unit 107 changes the selection path or selection order of unselected squares in order to adjust the bias in attributes of items, etc. that can be used by the player in the game.
[0341] For example, when a player mainly uses a particular player character, the skill map management unit 107 may associate an item that further strengthens the player character with an unselected square, or may associate a player character or weapon with attributes that the player does not possess.
[0342] Also, for example, consider a situation in which a player is progressing through a quest mainly using a fire-attribute player character, but the player does not possess any other player characters other than the fire-attribute player character, and there is a bias in the attributes of that player character, in which case a water-attribute player character would be advantageous in clearing the quest.
[0343] In this case, the skill map management unit 107 may change the contents of the items etc. associated with the unselected squares to a player character and item with a water attribute, or may change the selection path or selection order to preferentially select unselected squares associated with a player character and item with a water attribute.
[0344] [4.8.2] Variation 2 Next, a second modified example of the selection candidate change process of this embodiment (selection candidate change process using the progress of the game) will be described.
[0345] (Overview of selection candidate change process using game progress) This modified example is characterized in that the selection candidate change process of the above embodiment is based on the progress of the game as well as the usage status of items, etc.
[0346] In other words, the server device 10 of this modified example has a configuration that is capable of changing the content of the game medium or changing the selection path or selection order of unselected squares to gain an advantage in the game progress, based on, for example, the progress of the player in a certain part of the game or the progress regarding the attributes of the game medium, in addition to the usage status of items, etc.
[0347] (Selection candidate change process) The skill map management unit 107 may execute a selection candidate change process based on the progress of the player's game as well as the usage status of items used in the game.
[0348] Specifically, the game progress includes progress regarding game parts such as the stage the player has progressed to in a quest, the player's rank or level, and progress regarding player attributes such as the number of days logged in.
[0349] Then, based on the progress of the game as described above, as well as the usage status of the items, the skill map management unit 107 changes the contents of the items, etc. associated with the unselected squares that are preferentially selected to items such as characters or weapons that can be used advantageously against the stage currently being executed or against an enemy boss character that appears in that stage.
[0350] Then, based on the progress of the game as described above, along with the usage status of items, etc., the skill map management unit 107 changes the preferential selection path or selection order to an unselected square that is associated with a character or weapon that can be used advantageously against the currently running stage or an enemy boss character that appears in that stage.
[0351] [5] Operation of this embodiment [5.1] Game control processing Next, the operation of the game control process including the process of selecting a square on the skill map and the process of changing a selection candidate executed by the server device 10 of this embodiment will be described with reference to FIG.
[0352] FIG. 13 is a flowchart showing the operation of a game control process including a process of selecting a square on a skill map and a process of changing a selection candidate, which is executed by the server device 10 of this embodiment.
[0353] This operation will be described as an operation for executing a selection candidate change process when a specific square on the skill map is selected.
[0354] In addition, this operation is such that, after the game starts, predetermined usage statuses of items and the like are appropriately registered.
[0355] In this operation, a skill map is provided in which the selection order of squares is specified in advance, and each square of the skill map is initially associated with an item or the like.
[0356] First, the game management unit 103 starts the game based on an instruction from the terminal device 20. Then (step S101), the status detection unit 106 is caused to start detecting the usage status of items, etc. of the relevant player and managing the storage thereof (step S102).
[0357] Specifically, the status detection unit 106 detects usage status, such as the number of times a predetermined character or item is used, and starts executing an item usage status detection process that registers the detected usage status in the player-related information of the corresponding player.
[0358] Next, the information providing unit 110 provides skill map information to the corresponding terminal device 20 in order to present the skill map to the corresponding player (step S103).
[0359] Next, the game management unit 103 determines whether the game has ended (step S104), and if it determines that the game has ended, ends this operation, and if it determines that the game has not ended, proceeds to processing in step S105.
[0360] Next, the skill map management unit 107 determines whether or not the selection conditions in the skill map are met (step S105).
[0361] Specifically, the skill map management unit 107 determines whether or not a selection condition associated with the game progress status detected by the status detection unit 106 is met.
[0362] Also, at this time, if the skill map management unit 107 determines that the selection condition is met, it proceeds to processing of step S106, and if it determines that the selection condition is not met, it proceeds to processing of step S104.
[0363] Next, the skill map management unit 107 executes a selection process of selecting the earliest square in the selection order from among the unselected squares that have not yet been selected according to the selection order (step S106).
[0364] Next, the registration control unit 108 executes a registration process that refers to the skill map information and registers the items, etc. stored in association with the selected square in the player information storage unit 146 so that they can be used by the corresponding player (step S107).
[0365] Next, the skill map management unit 107 determines whether or not the selected square is a specific square on which the selection candidate change process can be executed (step S108).
[0366] At this time, if the skill map management unit 107 determines that the selected square is a specific square on which the selection candidate change process can be executed, it proceeds to processing of step S109, and if it determines that the selected square is not the specific square, it returns to processing of step S104.
[0367] Next, if the skill map management unit 107 determines that the selected square is a specific square, it executes a selection candidate change process to change the contents of the item, etc. associated with the unselected square at the selection timing when the selected square is selected (step S109), and returns to the process of step S104.
[0368] [6] 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.
[0369] In this embodiment, each game may be provided to the terminal device 20 by a single server device 10. Alternatively, a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to a terminal device.
[0370] Furthermore, in this embodiment, each game process is executed by the server device 10, but some of the functions of the processing unit 100 of the server device 10 and a game program that executes those functions may be executed by the terminal device 20, and the above-mentioned game processes may be executed in conjunction with the server device 10.
[0371] Furthermore, 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.
[0372] It is also possible to connect a plurality of such game terminal devices by wire or wirelessly, with one game device functioning as the server device 10, and to realize the system using a plurality of game devices.
[0373] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that operates in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.
[0374] 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.
[0375] 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]
[0376] 10: Server device 20: Terminal device 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 104: Player management section 106: Situation detection unit 107: Skill Map Management Department 108: Registration control unit 109: Timer management unit 110: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player information storage unit 148: Skill map information storage unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control section 211: Web browser 212: Game processing unit 213: Display control unit 220: Drawing section 230: Sound processing section 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290:Display section 292: Sound output section 296: Communications Department
Claims
1. A server system that causes a terminal device connected via a network to execute a given game using game media provided to a player, comprising: a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing content of a game medium associated with an unselected square constituting the setting map based on a game status of the game at a given timing; providing means for providing information about the game to the terminal device; A server system comprising:
2. A server system that causes a terminal device connected via a network to execute a given game using game media provided to a player, comprising: a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game content corresponding to the selected square in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing at least one of a selection path of unselected squares in the setting map and the selection order of the unselected squares based on a game situation of the game at a given timing; providing means for providing information about the game to the terminal device; A server system comprising:
3. A server system that causes a terminal device connected via a network to execute a given game using game media provided to a player, comprising: a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for making either a change to add a new unselected square to the setting map or a change to add a new selection path to the unselected square at a given timing based on a game situation of the game; providing means for providing information about the game to the terminal device; A server system comprising:
4. In the server system according to any one of claims 1 to 3, The selection candidate change processing means The server system executes the selection candidate change process based on the usage status of the game medium used in the game as the game status of the game.
5. 2. The server system according to claim 1, The selection candidate change processing means The server system executes the selection candidate change process to change the parameters defined for the game media or the number of the game media as the content of the game media associated with the unselected squares.
6. 2. The server system according to claim 1, a group of game contents including a plurality of game contents is associated with the square selected by the selection process; The registration means: When a square is selected by the selection process, a determination process is executed to determine a game medium to be registered by a selection process under given conditions; The server system registers the determined game medium in the storage means.
7. 7. The server system according to claim 6, The selection candidate change processing means The server system executes the selection candidate change process to change the degree to which a specific game medium included in the group of game media is selected as the content of the game medium to be changed.
8. 3. The server system according to claim 2, The selection candidate change processing means The server system executes the selection candidate change process to change a selection path of the squares formed in accordance with the selection order in the setting map as the selection order of unselected squares in the setting map.
9. 5. The server system according to claim 4, The selection candidate change processing means A server system that uses, as the usage status of the game medium, at least one or a combination of two or more of the number of times or the duration of time the game medium is used in the game, the number of times it is involved with other characters, and the attributes of the game medium.
10. 5. The server system according to claim 4, The selection candidate change processing means The server system executes the selection candidate change process based on information about the game media stored in association with the player, together with a usage status of the game media used in the game.
11. 11. The server system according to claim 10, The information about the game medium includes information about attributes of the game medium; The selection candidate change processing means As the selection candidate change process, the server system changes the content of the game medium associated with the unselected squares to content that adjusts the bias in attributes in the game medium available in the player's game, or changes the selection path or selection order of the unselected squares to adjust the bias in attributes in the available game medium.
12. 3. The server system according to claim 1, The selection candidate change processing means The server system executes the selection candidate change process based on the progress of the game by the player as well as the usage status of the game media used in the game.
13. In the server system according to any one of claims 1 to 3, The providing means comprises: The server system provides the terminal device with either change information related to the unselected squares changed by the selection candidate change process, or change prediction information for predicting the changes to the unselected squares that are the target of the selection candidate change process, as unselected square related information.
14. 14. The server system according to claim 13, The unselected square related information includes: (a) a selection path of unselected squares or a selection order of unselected squares according to the game situation; (b) the content of the game media corresponding to the game status and corresponding to the unselected square; (c) a predicted selection path indicating a predicted selection path of unselected squares or a predicted selection order of squares; and (d) predicted content of the game media associated with the unselected squares; A server system comprising:
15. In the server system according to any one of claims 1 to 3, The selection candidate change processing means The server system executes the selection candidate change process based on the usage status of a special game medium indicating a game medium registered in correspondence with a square on the setting map, or the usage status when multiple such special game media are used in combination.
16. A game system for executing a given game using a game medium, comprising: a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing content of a game medium associated with an unselected square constituting the setting map based on a game status of the game at a given timing; A game system comprising:
17. A game system for executing a given game using a game medium, comprising: a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game content corresponding to the selected square in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing at least one of a selection path of unselected squares in the setting map and the selection order of the unselected squares based on a game situation of the game at a given timing; A game system comprising:
18. A game system for executing a given game using a game medium, comprising: a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering in a storage means the game contents corresponding to each of the selected squares in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for making either a change to add a new unselected square to the setting map or a change to add a new selection path to the unselected square at a given timing based on a game situation of the game; A game system comprising:
19. A program for executing a given game using a game medium, a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game media corresponding to each of the selected squares in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing the content of the game medium associated with an unselected square constituting the setting map based on a game situation of the game at a given timing; A program that causes a computer to function as a
20. A program for executing a given game using a game medium, a presentation means for presenting to a player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game medium corresponding to the selected square in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a selection candidate change processing means for executing a selection candidate change process for changing at least one of a selection path of unselected squares in the setting map and the selection order of the unselected squares based on a game situation of the game at a given timing; A program that causes a computer to function as a
21. A program for executing a given game using a game medium, a presentation means for presenting to the player a setting map having a plurality of squares each corresponding to the game medium, the plurality of squares being formed in a given arrangement, and a selection order of the squares being predefined; a selection processing means for executing a selection process for selecting at least one square from among the maps presented to the player in accordance with the selection order when a given condition is met; a registration means for registering the game media corresponding to each of the selected squares in a storage means in association with the player; a game control means for controlling the progress of the game using the registered game media; a game status acquisition means for acquiring a given status related to the game of the player as a game status; A program that causes a computer to function as a selection candidate change processing means that executes a selection candidate change process that makes either a change to add a new unselected square to the setting map or a change to add a new selection path to the unselected square, based on the game status of the game at a given timing.
Citation Information
Patent Citations
System, method and program for providing game
JP2021145732A
Cited By
Information processing system, information processing device, information processing method, and program
JP7867203B1