Computer program, game system used for the same, and control method
The computer program addresses user burden in game systems by providing automated progression selection based on object attributes within the game system, improving gameplay experience by simplifying user choices.
Patent Information
- Application Number
- JP2025051515
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-26
- Publication Date
- 2025-06-12
AI Technical Summary
In game systems, users often face burden when presented with multiple options for game elements based on their attributes, leading to unnecessary decision-making and potential frustration.
A computer program that provides a specific development with selectively assigned progressions on a game screen, and automatically selects one specific progression based on the attribute of the object, reducing user burden by simplifying choices.
The solution effectively reduces user burden by automating the selection process for specific progressions based on object attributes, enhancing gameplay experience by minimizing unnecessary decision-making.
Smart Images

Figure 2025089493000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a computer program or the like applied to a computer incorporated in a game system that provides a game proceeding through a game screen by using a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user instruction regarding the object.
Background Art
[0002] A game system is known that provides a game proceeding through a game screen by using a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user instruction regarding the object (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Although various objects may be included in the game screen, such objects often have various attributes. For example, in the game of Patent Document 1, game elements such as items (a type of object) are classified into a first element or a second element with different options, and this classification is also considered a type of attribute. On the other hand, even when a plurality of options are prepared, depending on the attribute, only a specific option among them may be selectable. In such a case, providing a selection opportunity may rather become a burden (annoyance) for the user. In the game of Patent Document 1, only different options are presented according to the classification of the game elements, and there is no configuration in which a specific option is automatically selected according to the classification. For this reason, there is a possibility that the burden on the user cannot be sufficiently reduced.
[0005] Therefore, an object of the present invention is to provide a computer program or the like that can reduce the burden on the user.
Means for Solving the Problem
[0006] The computer program of the present invention is configured to function as development providing means for providing, via the game screen, a specific development including a plurality of progressions as selectively assigned progressions when a predetermined instruction regarding the object is input via the input device to a computer incorporated in a game system that provides a game proceeding via the game screen using a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user's instruction regarding the object, and automatic selection means for automatically selecting one specific progression among the plurality of progressions in the specific development when the attribute of the object is a specific attribute.
[0007] On the other hand, the game system of the present invention is a game system that provides a game proceeding via the game screen using a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user's instruction regarding the object, and includes development providing means for providing, via the game screen, a specific development including a plurality of progressions as selectively assigned progressions when a predetermined instruction regarding the object is input via the input device, and automatic selection means for automatically selecting one specific progression among the plurality of progressions in the specific development when the attribute of the object is a specific attribute.
[0008] Further, the control method of the present invention uses a display device that displays a game screen including an object having one of a plurality of attributes, and an input device that inputs a user's instruction regarding the object, and is incorporated in a computer in a game system that provides a game proceeding through the game screen. When a predetermined instruction regarding the object is input via the input device, a development providing procedure that provides, via the game screen, a specific development including a plurality of developments as selectively assigned progressions, and an automatic selection procedure that automatically selects one specific progression among the plurality of progressions in the specific development when the attribute of the object is a specific attribute are executed.
Brief Description of Drawings
[0009]
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Embodiments for Carrying Out the Invention
[0010] (Overall Configuration) Hereinafter, a control method for a game according to an embodiment of the present invention, a game system in which a computer program is implemented (a game system according to an embodiment of the present invention), etc. will be described with reference to the accompanying drawings. First, the overall configuration of a network system to which the game system according to an embodiment of the present invention is applied will be described with reference to FIG. 1. As shown in FIG. 1, the network system 1 is configured as a client-server type system including a plurality of user devices 3 as clients and a game server 2 connected to each user device 3 via a network NT.
[0011] The user device 3 is a device for daily use by the user and is an information communication terminal device having an information communication function via the network NT. The user device 3 implements a computer program according to an embodiment of the present invention and functions as a game system according to an embodiment of the present invention in the network system 1. As an example, a smartphone having a communication call function or a tablet terminal may be used as the user device 3. The user device 3 may be a PC (abbreviation for personal computer), or may be a personal or home-use stationary game machine provided as a so-called consumer game machine. Further, as the user device 3, a business-use game machine provided as a so-called arcade game machine may be used.
[0012] The user device 3 functions as a game console and provides games by implementing predetermined software (applications). The user device 3 can appropriately provide various games such as role-playing games, simulation games, or action games, but in any case, it provides games that include elements owned by the user. For example, when a team-versus-team soccer game is provided, a plurality of teams are prepared in the soccer game, and a plurality of players (characters) belong to each team. Then, elements related to each player (including the player himself) are given to and owned by the user under various conditions. Hereinafter, as an example, the case where the user device 3 provides such a soccer game through a predetermined application will be described.
[0013] The game server 2 may be configured by appropriately combining a plurality of server units (server devices), or may be configured by a single server unit. The game server 2 may be configured as a cloud server using cloud computing technology. The game server 2 provides various services related to games to the user device 3. This service includes a disposal service. The disposal service is a service that assists in the disposal of elements (possessions) owned by each user in the game. Various disposal methods may be prepared for the disposal service. For example, an auction type of disposal method in which an auction (a type of disposal method in which bidders compete for the winning bid amount among multiple bidders) is used to find a buyer and dispose of (transfer) the possession, and a selling type of disposal method in which the possession is directly sold to a specific buyer at a predetermined consideration are included. The details of the disposal service will be described later.
[0014] In addition, the game server 2 may provide the user device 3 with, for example, a distribution service for distributing computer programs and various data necessary for the user device 3 to play games, a service for matching users who cooperate or play against each other in the game, a service for relaying game information to be shared among the user devices 3, and the like.
[0015] The network NT may be configured as appropriate as long as it can connect the user device 3 to the game server 2. As an example, the network NT is configured to realize network communication using the TCP / IP protocol. Typically, the network NT is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the game server 2 is connected to the network NT via the router NTr, and the user device 3 is connected to the network NT via the access point AP. Note that a business-use game machine or the like may be appropriately added to the network system 1. For example, the business-use game machine may be used as a client that provides a game in cooperation with the user device 3 or provides the same game as the user device 3. Of course, as described above, a business-use game machine or the like may be used as the user device 3 for playing the game according to this embodiment.
[0016] (Control System of Network System) Next, the main part of the control system of the network system 1 will be described with reference to FIG. 2. First, the game server 2 is provided with a control unit 21 and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, and an internal memory and other peripheral devices necessary for its operation.
[0017] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium such as a hard disk array (a computer-readable storage medium). The storage unit 22 may be configured to hold all data on a single storage unit, or may be configured to store data distributed across a plurality of storage units. The storage unit 22 records the server program PG1 and the server data SD. The server program PG1 is a computer program that causes the control unit 21 to execute processes necessary to provide various services to the user device 3. The server data SD is data referred to by the server program PG1 to provide various services. The server data may include appropriate data related to various services (including various tables such as the product quantity adjustment table and the minimum bid amount table described later), and in the example of FIG. 2, play data PD and license data RD are shown as an example thereof.
[0018] The play data PD is data in which information regarding the past play results of each user is described. The play data PD is used to carry over the previous play results (past achievements) to subsequent times, or to carry over the settings specific to each user. The possessions of each user can be managed as appropriate, and as an example, they are managed by the play data PD. The possessions may appropriately include various elements, for example, collectible elements and electronic values that function as currency within the game. The electronic value can be expressed by an appropriate name such as points, but in the following, it may be referred to as coins as an example. Coins are used, for example, for selling or buying possessions. Also, coins may be given according to a predetermined rule for converting the game play status into coins (for example, accumulating a predetermined ratio to the consumption amount of a predetermined number of points required for a battle), depending on, for example, the battle results in a predetermined event.
[0019] License data RD is data for managing the licenses of each player appearing in a soccer game. Each character appearing in the soccer game may be a fictional player, but includes, as an example, actual professional soccer players. Permission to use (a license) is required for the use of a character corresponding to a professional soccer player. In the license data RD, the license is managed. Details of the license data RD will be described later.
[0020] In the control unit 21, a Web service management unit 23 is provided as a logical device realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as software resources. The Web service management unit 23 executes processes for realizing various services including the above-described disposal service. For example, the Web service management unit 23 executes an auction setting process as one of the processes related to the disposal service. Details of the procedure of the auction setting process will be described later. Note that an input device such as a keyboard and an output device such as a monitor may be connected to the control unit 21 as necessary. However, their illustrations are omitted.
[0021] On the other hand, in the user device 3, a control unit 31 and a storage unit 32 as a storage means are provided. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, and internal memory and other peripheral devices necessary for its operation.
[0022] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (a computer-readable storage medium) such as a hard disk or a semiconductor storage device. The game program PG2 and the game data GD are stored in the storage unit 32. The game program PG2 is a computer program that causes the control unit 21 to execute processes necessary for the user device 3 to function as a game device. The game data GD is data referred to by the game program PG2 for providing the game. The game data GD may appropriately include various types of data (including various tables) necessary for playing the game, such as image data for displaying various images for the game, or audio data for playing various sounds (including BGM such as music), or player data defining each player. In the example of FIG. 2, play data PD is shown. The play data PD is provided and stored from the game server 2 as necessary.
[0023] In the control unit 31, a progress control unit 33 and a data management unit 34 are provided as logical devices realized by a combination of the hardware resources of the control unit 31 and the game program PG2 as software resources. The progress control unit 33 executes various processes necessary for the progress of the soccer game. The processes include those necessary for enjoying the game service provided by the Web service management unit 23 of the game server 2. For example, the progress control unit 33 executes processes related to matching with an opponent in cooperation with the Web service management unit 23, reflects the play of the opponent during the game on its own progress, or conversely reflects its own play on the opponent. The processes executed by the progress control unit 33 also include those related to the provision of the disposal service. As an example of such a process, the progress control unit 33 executes a disposal method selection process. An example of the procedure of the disposal method selection process will be described later.
[0024] On the other hand, the data management unit 34 executes various processes related to the management of game data GD. For example, when an item is disposed of through a disposal service, the data management unit 34 executes a process for reflecting the details of the disposal in the play data PD. Specifically, for example, when an item is sold to another user as an example of disposal, the process of transferring the item (deleting it from the seller's items so that it becomes the buyer's item), or the process of increasing the amount of coins owned due to the sale is executed. In addition, the data management unit 34 also executes processes necessary for enjoying game services such as the disposal service in cooperation with the Web service management unit 23 of the game server 2 as necessary.
[0025] The user device 3 is provided with appropriate output devices and input devices. In the example of FIG. 2, as an example of the output devices, a monitor MO, a speaker SK, and a touch sensor TS are shown. All of them are general-purpose hardware provided in an information communication terminal such as a smartphone. For example, the touch sensor TS is an input device that inputs a signal corresponding to a touch operation (operation of touching with a finger) of the user to the control unit 31. The speaker SK is an output device for reproducing various sounds according to a signal from the control unit 31. The monitor MO is an output device (display device) for presenting a game screen or the like according to a signal from the control unit 31. Note that the user device 3 may be appropriately provided with various devices such as a gyro sensor, an acceleration sensor, and a position information (for example, GPS information) receiving device.
[0026] (Overview of the game) Next, the overview of the soccer game will be described with reference to FIG. 3. FIG. 3 is an explanatory diagram for explaining the overview of the soccer game. As shown in FIG. 3, the soccer game includes, for example, a player (character) SP and a badge PN. The player SP is a character corresponding to a player in real soccer and is used for forming a team in the soccer game. The soccer game includes plays such as a battle using a team including a plurality of players SP. The player SP may be expressed in an appropriate form. In the example of FIG. 3, it is expressed as a card, but it is not limited to this expression.
[0027] The player SPs belonging to each user's team may be set as appropriate. For example, they may be fixedly set in advance, but as an example, they are set to include the player SPs assigned (owned) to the user. The player SPs may be appropriately assigned to each user, but as an example, they are assigned by lottery. The lottery is executed when appropriate conditions are met, such as at the first play, when a predetermined game situation is met, or when a predetermined consideration is paid.
[0028] The parameters defining each player SP owned by the user may be fixed, but as an example, they change through training. That is, the soccer game includes elements for training each player SP. Therefore, in the soccer game, a battle play is provided in which the user battles against opponents (including other users and computers) with a team including the trained player SPs. And the soccer game is repeatedly played in a flow such as the assignment of player SPs by lottery, the training of the player SPs, and the battle with a team including the player.
[0029] On the one hand, the badge PN is a collection element associated one-to-one with each player SP. It is provided for a way of playing different from the way of playing such as the granting, cultivation, and battle of players SP for the purpose of collection by each user. The badge PN may be distributed to users as appropriate, may be distributed as a privilege in normal battles, etc., or may be distributed as a novelty element in a limited-time campaign. As an example, it is prepared as a reward when a predetermined mission is cleared (a specific playing situation is satisfied) in a predetermined event. Different types of badge PNs may be prepared for each event in a plurality of events, or only one type may be prepared in one event. As an example, a plurality of types of badge PNs are prepared in one event. In the example of FIG. 3, the image of the player displayed on the badge PN is the same image as the corresponding player SP, but it may be another image of the same player. That is, a plurality of images may be prepared for the badge PN as the image of the player SP. However, it is preferable that the correspondence relationship between the player SP and the badge PN (the relationship that the badge PN is a collection element corresponding to the player SP) can be recognized by the user.
[0030] The type of the badge PN to be distributed may be determined as appropriate, for example, according to the result of the event, etc., but as an example, it is determined by lottery. Specifically, in a predetermined event, a lottery ticket (which may be limited to one or multiple tickets may be allowed) is given to a user who has cleared a predetermined mission, and a lottery opportunity is given in exchange for the consumption of the lottery ticket. Then, the badge PN won in the lottery in that lottery opportunity is actually given to the user. Note that the lottery opportunity does not necessarily have to be provided so that the user always wins, and the badge PN may function as a reward given only to some users.
[0031] The badge PN may be configured so as not to affect games such as soccer matches as mere collection elements, but as an example, it is configured to affect games such as matches. This effect can be set as appropriate, but as an example, it is set to strengthen the player SP. Also, this effect (strengthening) may be activated constantly while the badge PN is being owned, or may be activated with restrictions such as a predetermined number of times, but as an example, it is activated when a predetermined activation condition is met during play. Specifically, when a predetermined activation condition is met during the progress of a soccer game, the parameter (ability) that defines the player SP corresponding to the badge PN changes so as to act advantageously on the progress of the play. This change may be fixed, but as an example, it is variably set by lottery. That is, the badge PN has the effect of changing (strengthening) the parameter of the player SP corresponding to the badge PN according to the lottery result when a predetermined activation condition is met. Although the badge PN is prepared as a way to enjoy a collection different from the way of playing games such as matches, the two ways of playing are played so as to influence each other.
[0032] (Type of Badge) Next, with reference to FIG. 4, the types of the badge PN will be described. FIG. 4 is an explanatory diagram for explaining an example of the types of the badge PN. As described above, a plurality of events are provided, and different types of badge PNs can be distributed in each event. However, the example of FIG. 4 shows the types of badge PNs distributed in one event. Although an appropriate type of badge PN can be distributed in one event, the example of FIG. 4 shows the case where two types of badge PNs are distributed. Specifically, as shown in FIG. 4, the badge PN includes two types: a normal badge PNn and a gold badge PNG.
[0033] The differences between the normal badge PNn and the gold badge PNg can be set as appropriate. As an example, they include two aspects: the rarity (the number distributed) and the degree to which the player SP is advantageously enhanced. The winning probability of the gold badge PNg in the lottery is low, and naturally, the number existing in the game is also set to be small. The number (winning probability) in the game can be set as appropriate, but in the example of Figure 4, it is set to 10. For this reason, when the number of winning gold badges PNg reaches 10 (the limit number), the gold badge PNg will be excluded from the lottery targets in subsequent lotteries. And the influence that the gold badge PNg has on the player SP corresponding to that gold badge PNg is set more advantageously than the influence of the normal badge PNn. Specifically, in the case of the gold badge PNg, the probability of winning as a result of changing the player SP to excellent parameters is higher than that of the normal badge PNn.
[0034] The number of the normal badge PNn in the game can be an appropriate number as long as it is more than that of the gold badge PNg, but in the example of Figure 4, it is set to be unlimited. Also, the difference between the gold badge PNg and the normal badge PNn may be only in terms of rarity (in other words, the influence on the player SP may be the same), but as an example, it is also provided in terms of enhancement. For this reason, in the case of the normal badge PNn, the probability of winning as a result of changing the player SP to excellent parameters is lower than that of the gold badge PNg.
[0035] (Overview of the disposal service) Next, with reference to Figure 5, the overview of the disposal service will be described. Figure 5 is an explanatory diagram for explaining an example of the disposal method in the disposal service. The disposal service is a service for assisting in the disposal of possessions. Although each player SP can also function as a possession, as an example, in the disposal service, it is provided when disposing of the badge PN which is a collection element. In the example of Figure 5, an example of a selection screen for selecting the badge PN to be disposed of is schematically shown. As shown in Figure 5, in the disposal service, disposal methods such as the auction type and the selling type are provided, and those disposal methods are automatically selected according to the validity of the license regarding the badge PN to be disposed of selected on the selection screen 50.
[0036] Specifically, the selection screen 50 is a game screen for providing a disposal opportunity through the selection of the badge PN to be disposed of. The selection screen 50 includes, for example, a badge display column 51, a selection target indication frame 52, a back button 53, and a forward button 54. The badge display column 51 is a column showing each owned badge PN. When the user owns a plurality of badge PNs, a plurality of badge display columns 51 corresponding to those badge PNs are displayed on the selection screen 50. In the example of FIG. 2, two badge display columns 51 corresponding to the two types of badge PNs in the example of FIG. 4 are shown. Appropriate information regarding the corresponding badge PN may be displayed in each badge display column 51. In the example of FIG. 2, an image of each badge PN, a type information section 51B, and a detailed information section 51C are displayed.
[0037] The type information section 51B is a part showing the type of each badge PN. For example, the information "normal" is displayed in the type information section 51B of the badge display column 51 corresponding to the normal badge PNn, and the information "gold" is displayed in the similar type information section 51B corresponding to the gold badge PNg. Then, an image of the normal badge PNn is displayed in the "normal" badge display column 51, and an image of the gold badge PNg is displayed in the "gold" badge display column 51.
[0038] The detailed information section 51C displays detailed information regarding each badge PN. Such detailed information may include various types of information, but in the example of FIG. 5, it includes the name of the player SP corresponding to each badge PN and the information on the number of holdings of each badge PN. Specifically, in the detailed information section 51C corresponding to the normal badge PNn, "Player A" is displayed as the name of the player SP, and "Number of holdings 1" is displayed as the information on the number of holdings. In this case, the number of normal badge PNs corresponding to "Player A" (player SP) is only 1. On the other hand, in the detailed information section 51C corresponding to the gold badge PNg, "Player A", which is the same as that of the normal badge PNn, is displayed as the name of the player SP, and "Serial number VII" is displayed as the information on the number of holdings. The name information is displayed in the same manner as in the case of the normal badge PNn, but the number of in-game gold badges PNg is limited to 10, and as an example, each is assigned a serial number. And in the case of the gold badge PNg, instead of the number of holdings (or as the information on the number of holdings of possessing a unique one), the information on its serial number is displayed in the detailed information section 51C.
[0039] The selection target indication frame 52 is a frame for indicating the selected badge display column 51 (in other words, the selected badge PN). The selected badge display column 51 may be expressed as appropriate, but as an example, it is expressed by the selection target indication frame 52, and in the example of FIG. 5, the badge display column 51 corresponding to the normal badge PNn is applicable. Also, the selection target indication frame 52 can move between each badge display column 51 in response to an appropriate instruction for changing the selection target. As an example, it moves onto the touched badge display column 51 by a touch operation of touching the badge display column 51 of the destination.
[0040] The back button 53 and the forward button 54 are both virtual buttons indicating positions where touch operations should be executed on the selection screen 50. The back button 53 is a virtual button for which an instruction to return to the screen before the selection screen 50 (or to end the selection screen 50) should be executed. On the other hand, the forward button 54 is a virtual button for which an instruction to proceed with the disposal of the badge PN corresponding to the selected badge display column 51 should be executed. When a touch operation is executed on the forward button 54, an auction type or a disposal method of the sell type is automatically selected according to the validity of the license of the badge PN corresponding to the selected badge display column 51.
[0041] Note that the forward button 54 may not be provided, and when the user performs a touch operation on any one of the one or more badge PNs (badge display column 51) displayed on the selection screen 50, the selection of the badge PN on which the touch operation is performed is confirmed, and an auction type or a disposal method of the sell type may be automatically selected according to the validity of the license of the selected badge PN. In the selection of the badge PN when the forward button 54 is not provided, for example, the badge PN to be disposed of may be determined by a double-tap operation by the user on the image of the badge PN (badge display column 51), an operation by long pressing by the user on the image of the badge PN, or the like. That is, on the selection screen 50, the disposal target may be appropriately determined based on various user instructions.
[0042] The validity of the license for each badge PN may be set as appropriate and may be set independently for each badge PN, independent of the corresponding player SP. As an example, however, it depends on the license of the player SP corresponding to each badge PN. Specifically, as described above, the player SP corresponding to an actual professional soccer player is used in the game after receiving a license (permission to use). Therefore, as long as the license is valid, the player SP corresponding to that professional soccer player can be used in the game. On the other hand, the license may become invalid due to various factors such as expiration. In this case, it becomes impossible to use the invalidated player SP in the game, but the impact also extends to the badge PN. The impact may occur as appropriate. For example, the badge PN corresponding to a player SP with an invalid license may be displayed on one's own screen but not on the screen of the opponent (if there is room for the badge PN to be displayed on the game screen of the opponent during a match). And the impact also extends to the disposal method. The badge PN corresponding to a player SP with an invalid license should have its circulation (transfer to other users, etc.) restricted. In an auction-type disposal method, it cannot be disposed of, and the disposal method is limited to selling it to the game operator. Therefore, when the license of the player SP corresponding to the disposal target (the badge PN corresponding to the selected badge display column 51) is invalid, the sell-type disposal method is automatically selected. Note that in selling to the game operator, the game operator does not necessarily have to own or manage the sold badge PN. For this reason, for example, the data of the sold normal badge PNn may be deleted and disappear from the game.
[0043] On the one hand, the badge PN corresponding to the player SP with a valid license is not particularly restricted in circulation and is allowed free disposal (transfer, etc.). Therefore, it is possible to select a disposal method of the auction type, which generally has a higher selling price than the selling type sold at a preset consideration. Since free disposal is allowed, the selection of the disposal method of the selling type may be allowed, or the user may be given the opportunity to select the disposal method. However, in the example of FIG. 5, the disposal method of the auction type, which is advantageous for transactions (disposals), is automatically selected. That is, when a touch operation is performed on the proceed button 54 on the selection screen 50, if the badge PN has a valid license, the disposal method of the auction type is automatically selected, and if the badge PN has an invalid license, the disposal method of the selling type is automatically selected, and the opportunity to select the disposal method is omitted. Then, an actual disposal such as an auction or a sale is executed through the disposal service according to the automatically selected disposal method.
[0044] In the example of FIG. 5, the validity of the license (valid or invalid) functions as a plurality of attributes of the present invention, and among these, the invalid attribute functions as a specific attribute of the present invention. Similarly, the display of the selection screen 50 (disposal opportunity) functions as a specific development of the present invention, and the disposal method of the auction type and the disposal method of the selling type included therein function as a plurality of progressions (a plurality of disposal methods) of the present invention, respectively. And the disposal method of the selling type automatically selected when the license is invalid functions as a specific progression and a specific disposal method of the present invention. Also, the badge PN functions as an object of the present invention, and the normal badge PNn and the gold badge PNg function as a plurality of objects of the present invention, respectively. Further, the selection screen 50 including their images functions as a game screen of the present invention. And the instruction (touch operation) for displaying the selection screen 50 functions as a predetermined instruction of the present invention.
[0045] (Transition of the selection screen) Next, referring to FIGS. 6 and 7, the auction type disposal method and the screen transition (operation procedure) when the sale type disposal method is selected will be described. FIG. 6 is an explanatory diagram for explaining the screen transition when the auction type disposal method is executed. In the example of FIG. 6, three game screens are shown in the order of transition from left to right. Specifically, as shown in FIG. 6, when the auction type disposal method is selected, a quantity selection screen 60, a selection confirmation screen 70, and a result notification screen 80 are displayed in sequence.
[0046] The quantity selection screen 60 is a game screen for selecting the quantity of the badge PN to be disposed of. In the case of the auction type disposal method, the quantity to be auctioned is selected on the quantity selection screen 60. The quantity selection screen 60 can be configured as appropriate, but in the example of FIG. 6, it includes a badge information section 61, a quantity selection section 62, a cancel button 63, and a confirmation button 64. The badge information section 61 is a part for displaying details of the badge PN to be disposed of. The badge information section 61 can be configured as appropriate, but in the example of FIG. 6, it includes an image of the badge PN and information similar to the detailed information section 51C in the example of FIG. 5.
[0047] The quantity selection section 62 (the lower part separated by a horizontal line extending horizontally on the quantity selection screen 60) is a part for indicating the quantity of the badge PN to be disposed of. The quantity selection section 62 can be configured as appropriate, but in the example of FIG. 6, it includes an increase button 62A, a decrease button 62B, an increase / decrease display section 62C, and a quantity display section 62D. Both the increase button 62A and the decrease button 62B are virtual buttons indicating positions where touch operations should be performed. The increase button 62A is a virtual button for which an instruction to increase the quantity of the badge PN to be disposed of should be executed, and the decrease button 62B is a virtual button for which the reverse instruction should be executed. That is, the quantity of the badge PN to be disposed of increases by a touch operation on the increase button 62A, and the quantity of the badge PN to be disposed of decreases conversely by a touch operation on the decrease button 62B.
[0048] The increase / decrease display unit 62C is a part for displaying the change in quantity accompanying the touch operation on the increase button 62A and the decrease button 62B. The increase / decrease display unit 62C can be configured as appropriate, but in the example of FIG. 6, it includes a ball part 62E and a slide part 62F. The ball part 62E is a part indicating the change in quantity. The slide part 62F is a part extending left and right so as to indicate the movement range of the ball part 62E. The ball part 62E is displayed so as to move the slide part 62F from the left end to the right end as the quantity of the badge PN to be disposed of increases. For this reason, the right end corresponds to the maximum value (total number of holdings), and the left end corresponds to the minimum value (one). When the total number of holdings is one, the ball part 62E may be located at the left end in the slide part 62F, but in the example of FIG. 6, it is displayed as being located at the right end.
[0049] The quantity display unit 62D is a part indicating the quantity (disposal quantity) of the badge PN to be disposed of. The quantity display unit 62D can be configured as appropriate, but in the example of FIG. 6, it is configured to display the disposal quantity as the numerator (“1”) and the total number of holdings as the denominator (“1”), respectively.
[0050] The cancel button 63 and the confirmation button 64 are both virtual buttons indicating the positions where touch operations should be executed. The cancel button 63 is a virtual button for which an instruction to cancel (release) the disposal should be executed. When a touch operation is executed on the cancel button 63, the disposal of the badge PN selected as the disposal target is cancelled, and the process returns to the selection screen 50 again. On the other hand, the confirmation button 64 is a virtual button for which confirmation of the selected quantity (disposal quantity) should be instructed. When a touch operation is executed on the confirmation button 64, the selected quantity is confirmed, and the process transitions to the selection confirmation screen 70.
[0051] The selection confirmation screen 70 is a game screen for confirming the selection result on the quantity selection screen 60. The quantity selection screen 60 can be configured as appropriate. In the example of FIG. 6, it includes a confirmation information section 71, a cancel button 72, and an OK button 73. The confirmation information section 71 is a section for displaying information to be confirmed. Various types of information to be confirmed can be appropriately displayed in the confirmation information section 71. In the example of FIG. 6, it includes an image of the badge PN to be disposed of, the name of the player SP corresponding to the badge PN (“Player A”), the current information section 71A, and the post-disposal information section 71B. The current information section 71A is a section for displaying the current (before disposal) quantity held of the badge PN to be disposed of (“1”), and the post-disposal information section 71B is a section for displaying the quantity held after disposal (“0”).
[0052] Both the cancel button 72 and the OK button 73 are virtual buttons indicating positions where touch operations should be performed. The cancel button 72 is a virtual button for which an instruction to cancel (release) the selection result (quantity to be disposed of) on the selection confirmation screen 70 should be executed. When a touch operation is performed on the cancel button 72, the currently selected quantity to be disposed of is canceled, and it returns to the quantity selection screen 60 again. On the other hand, the OK button 73 is a virtual button for which approval of the selection result (quantity to be disposed of) on the selection confirmation screen 70 should be instructed. When a touch operation is performed on the OK button 73, the selection result (quantity to be disposed of) on the selection confirmation screen 70 is confirmed, and it transitions to the result notification screen 80.
[0053] The result notification screen 80 is a game screen for notifying the progress of the disposal based on the selection result on the selection confirmation screen 70. In the case of the auction-type disposal method, the badge PN to be disposed of is put up for auction provided through the disposal service. For this reason, on the result notification screen 80, it is notified that the badge PN to be disposed of is put up for auction in the quantity selected on the selection confirmation screen 70. The result notification screen 80 can be configured as appropriate, but as an example, it includes a result notification section 81 and an OK button 82. The result notification section 81 is a section for notifying the putting up for auction based on the selection result on the selection confirmation screen 70. The OK button 82 is a virtual button on which an instruction to end the display of the result notification screen 80 should be executed. When a touch operation is executed on the OK button 82, the result notification screen 80 ends, and the procedure for disposing of the disposal target this time (selling through an auction) ends.
[0054] FIG. 7 is an explanatory diagram for explaining the screen transition when the selling-type disposal method is executed. In the example of FIG. 7, two game screens are shown in the order of transition from left to right. Specifically, as shown in FIG. 7, when the selling-type disposal method is selected, the selection confirmation screen 70 and the result notification screen 80 are displayed in order. Similar to the case where the auction-type disposal method is selected, the quantity selection screen 60 may be interposed in the selling-type disposal method, but in the example of FIG. 7, the quantity selection screen 60 is omitted. That is, there is also a difference in screen transition between the selling-type disposal method and the auction-type disposal method.
[0055] The roles of the selection confirmation screen 70 and the result notification screen 80 are the same as in the case of the auction type disposal method, but some configurations are different due to the difference in the disposal method. For example, in the case of the sale type disposal method, the selection confirmation screen 70 includes a coin information section 74. The coin information section 74 is a part for displaying information regarding the change in the coins owned before and after the disposal (sale). The coin information section 74 can be configured as appropriate, but in the example of FIG. 7, it includes a pre-disposal coin information section 74A, a post-disposal coin information section 74B, and information on the difference before and after the disposal (i.e., the sale amount). The pre-disposal coin information section 74A is a part for displaying the amount of coins owned before this disposal (“7860”), and the post-disposal coin information section 74B is a part for displaying the amount of coins owned after this disposal (“9860”). The difference (“+2000”) between the amount of coins displayed in the pre-disposal coin information section 74A (the pre-disposal holding amount) and the amount of coins displayed in the post-disposal coin information section 74B (the post-disposal holding amount) becomes the current sale amount, and that information is displayed between the pre-disposal coin information section 74A and the post-disposal coin information section 74B.
[0056] Also, in the case of the sale type disposal method, in the result notification section 81 of the result notification screen 80, instead of notifying the listing to the auction, the execution of the sale according to the confirmation result on the selection confirmation screen 70 is notified. The role of the OK button 82 is the same as in the case of the auction type disposal method. With the touch operation, the result notification screen 80 ends, and the procedure for disposing of the current disposal target (selling at a predetermined amount) ends. The buyer in the sale type disposal method may be an appropriate buyer including other users, etc. In that case, opportunities, etc. may intervene as appropriate to select the buyer, but as an example, it is automatically set to the game operator (in other words, the computer of the game server 2) as described above, and with the touch operation on the OK button 82, it is automatically sold to the game operator.
[0057] (Overview of Auction) Next, with reference to FIG. 8, an overview of the auction executed by the auction type disposal method will be described. The auction is provided to each user device 3 via the game server 2 as part of the disposal service. FIG. 8 is an explanatory diagram for explaining the overview of the auction process. As shown in FIG. 8, in the soccer game, an auction period during which an auction is held and a normal period other than that are formed. The auction period includes a listing period, a bidding period, a totaling period, and a receiving period. And for each of these periods, each user executes the role as a buyer or a seller (the listing person).
[0058] Specifically, the listing period corresponds to the period during which the seller user can list the badge PN to be disposed of. Although listings for the auction may be accepted at all times, as an example, it is limited to the listing period. For this reason, the seller user proceeds with the listing (disposal by the auction type disposal method) through, for example, the selection screen 50 in the example of FIG. 5 and the quantity selection screen 60 in the example of FIG. 6 during the listing period. On the other hand, for the buyer user, the listing period corresponds to the time when the badge PN (the bidding target) listed in the auction can be viewed. Although cancellation after listing may be allowed, as an example, it is not allowed.
[0059] When the listing period has elapsed, subsequently the bidding period starts. The bidding period corresponds to the period during which the buyer can bid on the listed badge PN. For this reason, during the bidding period, each user as a buyer makes a bid (an indication of the intention to purchase) on each badge to be bid on at an arbitrary bid amount (the desired purchase amount). A minimum bid amount is set for each bidding target (the listed item) at the time of listing. The buyer makes a bid at an arbitrary amount equal to or higher than the minimum bid amount (bids less than the minimum bid amount are not accepted). Re-bidding is possible during the bidding period, but re-bidding is limited to an amount higher than the first bid amount. Also, during the bidding period, bids by any buyer may be continuously accepted until the end, but as an example, new bids are stopped 30 minutes before the end (not limited to this and may be set at an appropriate time), and thereafter it is limited to re-bidding by the buyers who have already bid.
[0060] When the bidding period ends, the aggregation period begins. During the aggregation period, the bidding results in the bidding period are aggregated, and the winning bid amount, the winner, etc. are determined. Naturally, the aggregation period corresponds to a period during which bidding is not allowed. On the other hand, although there is no role required of the seller during either the bidding period or the aggregation period, the seller may appropriately check the bidding situation, etc.
[0061] When the aggregation period ends, the receiving period begins. During the receiving period, the item (badge PN) won by the winner (buyer) is awarded. That is, during the receiving period, the buyer can actually receive the winning item. Also, the payment of the winning bid amount may be carried out as appropriate. For example, it may be carried out in exchange for the winning item after the winning bid is confirmed during the receiving period, etc., or it may be carried out in such a way that the minimum bid amount is paid at the time of bidding and the remainder is paid at the time of winning the bid. However, as an example, the payment of the bid amount is carried out for each bid during the bidding period. For this reason, no payment occurs when receiving the winning item, but if there are items that were not won, the coins paid during the bidding are refunded. That is, during the receiving period, the buyer (bidder) receives the coins for the bids that were not won.
[0062] On the other hand, during the receiving period, the seller (the consignor) is paid the consideration for the consigned item (badge PN) that was won. That is, the seller receives the consideration (coins) for the item sold at auction during the receiving period. The consideration for the item may correspond to the winning bid amount, but as an example, it is calculated by a predetermined consideration calculation method that deducts fees, etc. Also, if there are unsold (not won) items, the unsold items may be returned as they are, but as an example, they are converted into coins by a predetermined consideration calculation method, and the coins are paid. That is, even if there are unsold (not won) items, the seller receives the coins for the unsold portion during the receiving period, and the disposal of the item is carried out. The details of the consideration calculation method will be described later.
[0063] (Circulation adjustment for regular badges) Next, with reference to FIG. 9, the distribution adjustment regarding the normal badge PNn will be described. Each gold badge PNg is assigned a unique badge ID (an ID for identifying each badge PN separately from the serial number), and each of the sale, listing, and auction is managed individually via that badge ID. However, for the normal badge PNn, a badge ID is assigned for each type of badge PN, and the sale, listing, and auction are managed in units of types. And the distribution quantity (the number owned by each user in the game) is adjusted in units of that type. This adjustment may be executed as appropriate, but as an example, it is executed via an auction.
[0064] FIG. 9 is a diagram schematically showing an example of the listing quantity adjustment table AT. The listing quantity adjustment table AT is a table for adjusting the distribution quantity of the normal badge PNn. The listing quantity adjustment table AT may be configured as appropriate. For example, it may be configured to adjust the distribution quantity through adjusting the listing quantity in the auction, but in the example of FIG. 9, it is configured to adjust the distribution quantity through adjusting the available auction quantity. Specifically, as shown in FIG. 9, the listing quantity adjustment table AT includes information on the listing quantity and the available auction quantity.
[0065] The listing quantity indicates the listing quantity of the normal badge PNn. The listing quantity of the normal badge PNn is managed by being grouped in widths of predetermined numbers such as "0", "1 to 4", or "5 to 15" in the listing quantity adjustment table AT (the number of each width may be appropriate and not necessarily constant). On the other hand, the available auction quantity indicates the available auction quantity set for each width of the listing quantity. The available auction quantity is set to a certain number for each width of the listing quantity, such as "5" (five) for the width of "1 to 4" and "10" (ten) for the width of "5 to 15". That is, by making the actual listing quantity and the available auction quantity different through the listing quantity adjustment table AT, the distribution quantity of the normal badge PNn is adjusted.
[0066] Specifically, for example, when 3 ordinary badges PNn are listed, since the 3 correspond to the width of "1 to 4", 5 ("5") are set as the number of available bids for the 3 ordinary badges PNn. That is, more buyers than the actual number of listed items can bid on the ordinary badges PNn. As a result, the number of ordinary badges PNn circulating in the game increases. In this case, the number insufficient for the actual number of listings is supplemented (refilled) by the game operator (or the computer providing the game). On the other hand, when 15 ordinary badges PNn are listed, 10 are set as the corresponding number of available bids. In this case, only a number less than the actual number of listings is bid. For this reason, the number of ordinary badges PNn circulating in the game decreases. In this case, the remaining listed items are purchased by the game operator at the price calculated by a predetermined price calculation method. Only one type of listing quantity adjustment table AT may be prepared, but the circulation volume of the ordinary badges PNn may be adjusted as appropriate. In the example of FIG. 9, a plurality of listing quantity adjustment tables AT for performing necessary adjustments are shown.
[0067] In the example of FIG. 9, the maximum value of the number of available bids is set to "1000", and as a result, the maximum number of listings is also limited to the same number. However, the maximum value of the number of available bids may be set as appropriate. Also, for example, when the number of listings exceeds 1000, a plurality of groups with 1000 or less as one group may be formed, and bidding, winning bids, etc. may be managed in units of such groups.
[0068] (Price Calculation Method) Next, with reference to FIG. 10, a consideration calculation method applied to an auction or the like will be described. FIG. 10 is an explanatory diagram for explaining an example of the consideration calculation method. In the example of FIG. 10, cases where the consideration calculation method is applied to two cases in an auction are shown. Specifically, the example of FIG. 10 shows two cases: (A) the first case and (B) the second case when calculating the consideration (the amount to be paid to the seller) using a predetermined consideration calculation method. In both the first case and the second case of the example of FIG. 10, it shows a case where three normal badges PNn of the same type are each offered by three sellers. On the other hand, in the first case, it shows a case where more bids than the number of items that can be won are executed, and in the second case, it shows a case where only bids less than the number of items that can be won are executed.
[0069] As shown in FIG. 10(A), in the first case, for the offer of three normal badges PNn with a badge ID of "10", five are set as the number of items that can be won according to the offer quantity adjustment table AT in the example of FIG. 9. And for those five items, six users from "User A" to "User F" have placed bids with bid amounts of "20 coins", "18 coins", "18 coins", "16 coins", "15 coins", and "14 coins" respectively. Also, the minimum bid amount for each normal badge PNn with a badge ID of "10" is 10 coins. In this case, since all six have bid above the minimum bid amount, they meet the bidding conditions and are recognized as proper bids, but the number of items that can be won is five, which is less than that. Therefore, the users up to the top five according to the bid amount can win the item ("○"), and the "F user" with the lowest amount cannot win the item ("×"). In this case, the amount to be paid to the seller is calculated using a predetermined consideration calculation method that uses the minimum winning bid (the minimum bid amount among the five winners).
[0070] Specifically, the predetermined consideration calculation method can be set as appropriate. In the example of FIG. 10, it is set to "the lowest winning bid amount × 0.8". Then, according to the consideration calculation method, the amount obtained by multiplying the coefficient "0.8" by 15 coins of the lowest winning bid amount (12 coins) is calculated as the payment amount to each of the three sellers. "0.8" is a coefficient for deducting the auction fee. The fee may be omitted, but is applied as an example, and the consideration calculation method is configured to calculate the amount after deducting the fee as the consideration. Also, in the consideration calculation method, instead of the total of the winning bid amounts of five, which is generally the standard for the fee, the lowest winning bid amount is used as the standard for calculating the payment amount, and the coefficient is multiplied by the lowest winning bid amount. In the case where multiple people have the highest bid amount and the number of bids is more than the number of items that can be won, as an example, the top five are the winners in the order of arrival.
[0071] On the other hand, as shown in FIG. 10(B), in the second case, for the auction of three normal badges PNn with a badge ID of "20", five are set as the number of items that can be won according to the auction quantity adjustment table AT in the example of FIG. 9. Then, for these five items, three users, "User A" to "User C", bid with bid amounts of "20 coins", "18 coins", and "18 coins" respectively. Also, the lowest bid amount for each normal badge PNn with a badge ID of "20" is 15 coins. In this case, since all three people bid above the lowest bid amount, they meet the bidding conditions and are recognized as appropriate bids. Therefore, all three people can win the bid ("○") and become the winners. On the other hand, since the number of items that can be won is five, two remain. In this case, these two are discarded in the game.
[0072] In the case where the winning bidder has less than the number of available bids, as an example, a consideration calculation method that uses the minimum bid amount is applied for the calculation of the consideration. Specifically, "minimum bid amount × 0.8" is applied, and the amount obtained by multiplying the coefficient "0.8" by 15 coins of the minimum winning bid amount (12 coins) is calculated as the payment amount to each of the 3 bidders. That is, the consideration (payment amount) is calculated based on the minimum bid amount, rather than the total of the 3 bidders' bid amounts or the minimum winning bid amount. In the second case, the remaining 2 are normal badges PNn added by the game operator, but when there are items left that the user has put up for auction, the payment amount to the bidder is also determined by the same consideration calculation method. That is, the consideration for the non-winning bids is calculated by the consideration calculation method of "minimum bid amount × 0.8". Note that the minimum bid amount can be set as appropriate, but as an example, it is set by a minimum bid amount table that prescribes the minimum bid amount for each type according to the rarity (circulation volume).
[0073] On the other hand, in the case of the gold badge PNg, no circulation adjustment is performed, and the consideration is calculated by a consideration calculation method that multiplies the winning bid amount by a coefficient (for example, 0.8) that reflects the commission. However, if the gold badge PNg is not bid on and remains unsold, it is discarded in the same way as the normal badge PNn. In this case, the discarded gold badge PNg is added back to the lottery target again (when the license is valid) and can be awarded by lottery.
[0074] Also, the selling amount in the disposal of the selling type can be set as appropriate, but as an example, it is set to the minimum bid amount. A commission may be applied in the disposal of the selling type, but as an example, its application is omitted. Note that the selling amount may be set to the winning bid amount (maximum winning bid amount, minimum winning bid amount, or average winning bid amount, etc.) if there is a winning bid record in the past (during the period when the license was valid), or may be set to the highest winning bid amount if there are multiple records. By setting a high selling amount, the sale (disposal) of the badge PN for which the license has become invalid can be promoted.
[0075] (License data) Next, with reference to FIG. 11, the details of the license data RD will be described. FIG. 11 is a diagram showing an example of the configuration of the license data RD. As shown in FIG. 11, the license data RD includes license records RDR for managing the validity of licenses for each badge PN. The license record RDR includes information such as "badge ID" and "validity" in order to achieve such management. These pieces of information are recorded in the license record RDR so as to be associated with each other.
[0076] The "badge ID" is information indicating the badge ID for identifying each badge PN. The badge ID is usually assigned to each type of normal badge PNn, and is individually assigned to the gold badge PNg. That is, the badge ID functions as information for identifying the type in the case of the normal badge PNn, and as information for uniquely identifying each gold badge PNg in the case of the gold badge PNg. The "validity" is information indicating the validity of the license. The "validity" describes information indicating whether the license is valid or invalid (for example, a flag in the case of validity). Note that the license data RD may include appropriate information regarding the licenses of each badge PN, not limited to these.
[0077] (Processing of the network system) Next, with reference to FIGS. 12 to 13, as an example of the processing of the network system 1, the disposal method selection processing and the auction setting processing will be described. The disposal method selection processing is a process for automatically selecting the disposal method for each badge PN according to the validity of the license. As described above, when the license is valid, the disposal restriction is originally unnecessary, but the example in FIG. 12 shows a case where the auction type of disposal method is automatically selected even when the license is valid. In this case, when the progress control unit 33 is requested by the user to display the selection screen 50, the disposal method selection processing in FIG. 12 is started, and first, the selection screen 50 is displayed on the monitor MO (step S101).
[0078] Subsequently, the progress control unit 33 determines whether or not the badge PN to be disposed of has been selected on the selection screen 50 (step S102). If the disposal target is not selected and the end of the display on the selection screen 50 is instructed (for example, a touch operation is performed on the return button 53) (step S102: No), the progress control unit 33 skips the subsequent processing and ends the current disposal method selection process.
[0079] On the other hand, if the badge PN to be disposed of has been selected on the selection screen 50 (a touch operation is performed on the proceed button 54 in a state where one of the badge display fields 51 is selected) (step S102: Yes), the progress control unit 33 refers to the license data RD and determines the validity of the license of the selected target (step S103).
[0080] If the license of the disposal target is valid (step S104: Yes), the progress control unit 33 automatically selects an auction type disposal method as the disposal method for the selected disposal target (badge PN) among the plurality of disposal methods (step S105). In this case, the progress control unit 33 may display the quantity selection screen 60 as part of the automatic selection in step S105, or the quantity selection screen 60 may be displayed by another process after the automatic selection.
[0081] On the other hand, if the license of the disposal target is invalid (not valid) (step S104: No), the progress control unit 33 automatically selects a sale type disposal method as the disposal method for the selected disposal target (badge PN) among the plurality of disposal methods (step S106). In this case, the progress control unit 33 may display a selection confirmation screen 70 corresponding to the sale type (for example, the example in FIG. 7) as part of the automatic selection in step S106, or the selection confirmation screen 70 may be displayed by another process after the automatic selection. Then, after the selection in step S105 or step S106, the progress control unit 33 ends the current disposal method selection process. Thereby, an appropriate disposal method for the badge PN is automatically selected from the plurality of disposal methods according to the presence or absence (validity) of the license.
[0082] The winning bid setting process is a process for setting the number of available winning bids for the normal badge PNn as an item in the auction. The winning bid setting process may be executed at an appropriate time before the start of the bidding period, but as an example, it is executed at the end of the listing period. For this reason, when the end time of the listing period arrives, the Web service management unit 23 starts the winning bid setting process in FIG. 13, and first determines whether there is a normal badge PNn as an item in the auction (whether the item includes the normal badge PNn) (step S201). If the item does not include the normal badge PNn (step S201: No), the Web service management unit 23 skips the subsequent processing and ends the current winning bid setting process.
[0083] On the other hand, if the item includes the normal badge PNn (step S201: Yes), the Web service management unit 23 determines the number of listings of the normal badge PNn for each type (for each badge ID) (step S202). Subsequently, the Web service management unit 23 refers to the listing quantity adjustment table AT and determines the number of available winning bids to be set for each type of the normal badge PNn (item) (step S203). Further, the Web service management unit 23 sets the number of available winning bids determined in step S203 for each type of the normal badge PNn (item). After this setting, the Web service management unit 23 ends the current winning bid setting process. As a result, when the normal badge PNn is listed in the auction, it is grouped by type, and the number of available winning bids corresponding to the range of the number of listings for each type is set according to the listing quantity adjustment table AT. In other words, the distribution volume (the number owned by the user) of the normal badge PNn is adjusted through the setting of the number of available winning bids according to the listing quantity adjustment table AT.
[0084] As described above, according to this embodiment, when the license of the badge PN is invalid, the selling type disposal method is automatically selected in the disposal opportunity including two alternative disposal methods: the auction type disposal method and the selling type disposal method. Therefore, the burden on the user can be reduced. More specifically, even if it is a badge PN given to the user, if the license is invalid, it is preferable that the transfer between users is restricted and the selection of the auction type disposal method should be avoided. However, this automatic selection can automatically reflect the restrictions that may occur depending on the presence or absence of the license in the disposal method in the disposal opportunity.
[0085] On the other hand, if the license is valid, the user may arbitrarily select the disposal method included in the disposal opportunity. However, when comparing the auction type disposal method and the selling type disposal method, there is a higher possibility that the badge PN can be sold more advantageously by the auction type disposal method. Therefore, by automatically selecting the auction type disposal method even when the license is valid, it is possible to reduce the burden on the user not only when the license is invalid but also when it is valid.
[0086] In the above embodiment, the progress control unit 33 of the user device 3 functions as the deployment providing means and the automatic selection means by executing the procedure of FIG. 12. Specifically, the progress control unit 33 functions as the deployment providing means by providing step S101 of FIG. 12, and functions as the automatic selection means by providing step S106 (and possibly step S105) in some cases. Also, the storage unit 22 of the game server 2 functions as the storage means of the present invention by storing the license data RD.
[0087] The present invention is not limited to the above-described forms and may be implemented in appropriately modified or changed forms. Further, the present invention may be implemented in a form obtained by appropriately combining various technical means included in the above-described forms and forms subjected to the following modifications and the like. In the above-described form, the badge PN is the object of disposal. However, the present invention is not limited to such a form. For example, various elements (objects) included in the game such as the player SP may be the object of disposal. Further, in the above-described form, the badge PN is configured as a general object (goods) prepared in the game. However, for example, it may be configured as unique and non-substitutable data using the so-called NFT (Non-Fungible Token) technology. In this case, each badge PN is uniquely managed in the same way as the gold badge PNg. Further, in this case, each badge PN (NFT) may be imported into the game so as to function as one of the normal objects in the game. And restrictions based on the validity of the license may be applied to the imported badge PN (general object). And, for example, when the license is invalid, the export for returning to the NFT may be restricted. When it is determined that the license is invalid at the time of import, a notification of non-exportability may be executed at the time of import.
[0088] In the above-described form, automatic selection is performed based on the validity of the license. However, the present invention is not limited to such a form. For example, in the case of the gold badge PNg, a disposal method of the selling type may be automatically selected, and in the case of the normal badge PNn, a disposal method of the auction type may be automatically selected according to the type of the badge PN. Also, the target of the automatic selection is not limited to the disposal method. For example, developments including progress for female characters and progress for male characters may be prepared, and the former progress may be automatically selected for female characters and the latter progress may be automatically selected for male characters. That is, the progress of the target of the automatic selection and the development including the same may be set as appropriate. Similarly, the automatic selection is not limited to the validity of the license, and may be performed based on various attributes such as the type of the object, gender, or color scheme. Therefore, appropriate data for discriminating various attributes may be prepared instead of the license data RD.
[0089] In the above-described form, the minimum bid amount in the auction and the selling amount in the disposal method of the selling type are set based on the minimum bid amount table. However, the present invention is not limited to such a form. For example, as described above, the selling amount may be set based on past performance or the like. Alternatively, the selling amount may be directly set by the owner (user).
[0090] In the above-described form, the network system 1 includes the game server 2. However, the present invention is not limited to such a form. For example, when an offline game that is played without being connected to the network NT is provided, etc., the game server 2 may be omitted, and the user device 3 may function alone as the game system of the present invention. Alternatively, conversely, the game server 2 may execute all or part of the roles (various processes, etc.) of the user device 3. In this case, a combination of the user device 3 and the game server 2 (for example, the network system 1), or the game server 2 alone (including the case where it is composed of a plurality of server devices) may function as the game system of the present invention. And a program and a control method implemented in a device such as the network system 1, the user device 3, or the game server 2 may function as the game program and the control method of the present invention.
[0091] Various aspects of the present invention derived from each of the above-described embodiments and modifications will be described below. In the following description, corresponding members illustrated in the accompanying drawings are appended in parentheses in order to facilitate the understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms by this.
[0092] The computer program (PG2) of the present invention is configured to function as a development providing means (33) that provides a specific development including a plurality of progressions as a progression that is selectively imparted when a predetermined instruction regarding the object is input via the input device to a computer (31) incorporated in a game system (3) that provides a game that progresses through the game screen, using a display device (MO) that displays a game screen (50) including an object (PN) having one of a plurality of attributes and an input device (TS) that inputs a user instruction regarding the object, and an automatic selection means (33) that automatically selects one specific progression among the plurality of progressions in the specific development when the attribute of the object is a specific attribute.
[0093] According to the present invention, in a specific development including a plurality of progressions that are selectively assigned when the attribute of an object is a specific attribute, a specific progression is automatically selected. Therefore, the burden on the user can be reduced.
[0094] The object may appropriately include various elements included in the game. For example, the object may be an element of a type not owned by the user. Elements of this type include, for example, characters (not limited to humans, including various things such as vehicles, animals, or plants) that are temporarily operated by the user in the game, items that are temporarily used, and the like. On the other hand, the object may be an element of a type owned by the user. Elements of this type include, for example, items, characters, or collectible goods given to the user. Also, elements of the type owned by the user include those that are allowed to be disposed of by the user (transferred to other users, discarded, etc.) and those that are not allowed. The object may be either of them. Similarly, various developments and progressions may be appropriately adopted as the specific development and the plurality of progressions included therein. For example, a development including a progression for a female character and a progression for a male character may be adopted as a specific development, and if the character's attribute is female, the former progression may be automatically selected, and if the character's attribute is male, the latter progression may be automatically selected. That is, the specific development and the plurality of progressions may be appropriately configured according to, for example, the attribute of the object.
[0095] For example, in one aspect of the computer program of the present invention, as the object, an element (PN) that is owned by each user in the game and that enables a plurality of users to execute a disposal is used, the development providing means provides a disposal opportunity for disposing of the object as the specific development, and in the disposal opportunity, a plurality of different disposal methods are prepared as the plurality of progressions, and the automatic selection means may select a specific disposal method as the specific progression when the object to be disposed of in the disposal opportunity has the specific attribute.
[0096] When a disposal opportunity including a plurality of disposal methods is provided as a specific development, the plurality of disposal methods may appropriately include various disposal methods. For example, the plurality of disposal methods may include a disposal method of transferring an object to a specific user for free, or a disposal method of discarding it. Also, for example, in an aspect where a disposal opportunity including a plurality of disposal methods is provided as a specific development, the plurality of disposal methods include an auction-type disposal method in which bidders compete among two or more users, and a selling-type disposal method of selling at a predetermined consideration, and the automatic selection means may select the selling-type disposal method as the specific disposal method.
[0097] The plurality of attributes may appropriately include various attributes. For example, the plurality of attributes may appropriately include, for an object having a gender, the gender, for an object having a color, the color, for an object having a classification such as a type or a race, the classification, and the like. There are also types of objects that are used under a license. For example, a baseball game including a character corresponding to an actual professional baseball player, or a soccer game including a character corresponding to an actual professional soccer player often appears in the game under the license of the actual player. The same applies to tennis games, basketball games, or fighting games. On the other hand, the license may be restricted in terms of the period and scope of use. Therefore, there may be cases where the license is valid and cases where it is invalid, and the validity (valid or invalid) of those licenses is also included in the attributes.
[0098] Specifically, for example, in one aspect of the computer program of the present invention, the object includes a plurality of objects (PNn, PNg) of a type whose use is restricted by the validity of the license, the plurality of attributes include the validity and invalidity of the license as attributes based on the validity of the license, and as the specific attribute, the invalidity of the license may function. Even for characters or goods (with collectibility) given to the user, various restrictions may be imposed if the license is invalid. For example, transfer may be restricted, use and effects within the game may be restricted, or the display mode (displayed in a mode different from the original, etc.) may be restricted. Therefore, depending on these restrictions, there may be a case where only a specific progression can be selected in a specific progression including a plurality of progressions. When the invalidity of the license functions as a specific attribute, the restrictions that may occur depending on the presence or absence of the license can be automatically reflected in the progression in a specific progression.
[0099] When a plurality of attributes include the validity of the license, in many cases, it can be used without restriction if the license is valid. Therefore, a plurality of progressions included in a specific progression may also be arbitrarily selected by the user. On the other hand, when a dedicated progression for an object with a valid license is prepared, or when a progression that is clearly more advantageous than other progressions is prepared, etc., there may be a case where a progression that should be selected without particular restriction is assumed. In this case, it may be preferable to reduce the burden even if the license is valid. Therefore, for example, in an aspect where a plurality of attributes include the validity of the license, the automatic selection means may further automatically select the auction-type disposal method among the plurality of disposal methods at the disposal opportunity when the license of the object to be disposed of at the disposal opportunity is valid. In this case, the burden on the user can be reduced not only when the license is invalid but also when it is valid.
[0100] When a plurality of attributes include the validity of a license, the validity of the license may be appropriately determined. For example, when the game system is configured as a single game machine (for example, when a transaction such as an auction is executed among a plurality of users who use the same game machine for a certain period), the validity of the license may be managed and determined by the game machine. Similarly, the game system may include both a game machine and a server device, and in that case, the validity of the license may be managed and determined in either the game machine or the server device. For example, in an aspect where a plurality of attributes include the validity of a license, the game system includes a game machine (3) that provides the game and a server device (2) connected to the game machine through a network (NT). The server device may be provided with storage means (32) for storing license data (RD) in which information on each object and the validity of the license are associated and described as data for determining the attributes of each object.
[0101] The game system may appropriately provide various games. For example, the game system may provide games such as role-playing games, simulation games, or action games. Specifically, for example, in one aspect of the computer program of the present invention, as the game, a soccer game that uses a plurality of characters (SP) corresponding to a plurality of soccer players may be provided, and as the object, a badge corresponding to each character may be used.
[0102] On the one hand, the game system of the present invention is a game system (3) that provides a game progressing through the game screen by using a display device (MO) that displays a game screen (50) including an object (PN) having one of a plurality of attributes, and an input device (TS) that inputs a user's instruction regarding the object. When a predetermined instruction regarding the object is input via the input device, a development providing means (33) that provides a specific development including a plurality of progressions as selectively assigned progressions via the game screen, and an automatic selection means (33) that automatically selects one specific progression among the plurality of progressions in the specific development when the attribute of the object is a specific attribute.
[0103] Also, the control method of the present invention is for a computer (31) incorporated in a game system (3) that provides a game progressing through the game screen by using a display device (MO) that displays a game screen (50) including an object (PN) having one of a plurality of attributes, and an input device (TS) that inputs a user's instruction regarding the object. When a predetermined instruction regarding the object is input via the input device, a development providing procedure that provides a specific development including a plurality of progressions as selectively assigned progressions via the game screen, and an automatic selection procedure that automatically selects one specific progression among the plurality of progressions in the specific development when the attribute of the object is a specific attribute are executed.
Explanation of Reference Numerals
[0104] 2 Game server (server device) 3 User device (game system) 31 Control unit (computer) 33 Progression control unit (development providing means, automatic selection means) 50 Selection screen (game screen) MO Display device PN Badge (object) SP Player (character) TS Input device PG2 game program (computer program)
Claims
[Claim 1] A computer incorporated in a game system that utilizes a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user's instruction regarding the object, and that provides a game that progresses via the game screen, a development providing means for providing, via the game screen, a specific development including a plurality of developments as a selectively given development when a predetermined instruction related to the object is input via the input device; and A computer program configured to function as an automatic selection means for automatically selecting one specific progression out of the plurality of progressions in the specific development when an attribute of the object is a specific attribute.
Citation Information
Patent Citations
Video game processing program and video game processing system
JP2018153462A