Game system, game control method, and program
The game system strengthens the relationship between target and associated players by allowing target players to interact with characters based on associated players' game states, using a system that notifies and modifies character parameters based on target player input.
Patent Information
- Application Number
- JP2023206053
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-06
- Publication Date
- 2025-06-18
AI Technical Summary
In games where a target player interacts with a character based on the play history of another player, the relationship between the target player and the associated player is typically weak due to the lack of direct interaction or influence.
A game system that allows a target player to play using characters associated with other players, featuring a determination unit to assess the associated player's game state, a notification unit to inform the target player, a reception unit to receive instructions, and a change unit to modify the character's parameters based on the target player's input.
This system deepens the relationship between the target player and the associated player by creating a sense of shared experience and mutual interest, enhancing player engagement and interaction.
Smart Images

Figure 2025091072000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a game system, a game control method, and a program.
Background Art
[0002] There are games in which a player plays using a character (NPC: Non Player Character) that the player does not operate. For example, Patent Document 1 shows that the movement of a character in a game is controlled based on the play history of an actual player or the like.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] There are games in which a character based on the play history of a player is selected and advanced by a target player who is a player other than the player. In this type of game, in the technique of Patent Document 1, only the play history of the player associated with the character is an element that affects the character. Therefore, it is difficult for the target player to be interested in the player associated with the character, and the relationship between the target player and the player associated with the character is weak.
[0005] An object of the present disclosure is to provide a game system, a game control method, and a program that can deepen the relationship between a target player and a player associated with a character.
Means for Solving the Problems
[0006] A game system according to one aspect of the present disclosure is a game system in which a target player plays a game using at least one first character associated with at least one first player, the game system including a determination unit that determines whether the first player is in a predetermined state in the game, a notification unit that notifies the target player when the first player is in the predetermined state, a reception unit that receives an instruction from the target player, and a change unit that changes parameters of a first character associated with the first player when the instruction is received by the reception unit.
[0007] A game control method system according to one aspect of the present disclosure is a game control method for a game system in which a target player plays a game using at least one first character associated with at least one first player, the method including determining whether the first player is in a predetermined state in the game, notifying the target player when the first player is in the predetermined state, receiving an instruction from the target player, and changing parameters of a first character associated with the first player when the instruction is received.
[0008] A program according to one aspect of the present disclosure causes a computer system that provides a game in which a target player plays a game using at least one first character associated with at least one first player to function as a determination unit that determines whether the first player is in a predetermined state in the game, a notification unit that notifies the target player when the first player is in the predetermined state, a reception unit that receives an instruction from the target player, and a change unit that changes parameters of a first character associated with the first player when the instruction is received by the reception unit.
Advantages of the Invention
[0009] According to one aspect of the present disclosure, the relationship between the target player and the player associated with the character can be deepened.
Brief Description of the Drawings
[0010]
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Modes for Carrying Out the Invention
[0011] Hereinafter, preferred embodiments according to the present disclosure will be described with reference to the drawings. In the following description, unless otherwise specifically stated to limit the present disclosure, the scope of the present disclosure is not limited to the embodiments described below. The scope of the present disclosure includes the equivalent scope of the embodiments.
[0012] 1. First Embodiment Fig. 1 is a block diagram of a game system 100 according to this embodiment. As illustrated in Fig. 1, the game system 100 includes a control system 10 and a plurality of terminal devices 20. The game system 100 of this embodiment is a computer system that provides a mahjong game to a player P who is a user of each terminal device 20. The control system 10 controls the mahjong game.
[0013] Each player P can play the mahjong game in exchange for consuming a predetermined amount of game media. The game media is a virtual value used as a payment for playing the mahjong game. Examples of the game media include electronic medals, points, credits, etc.
[0014] The multiple players P who play the mahjong game include multiple professional mahjong players Pp in addition to multiple ordinary people. The professional mahjong players Pp are an example of the "first player" in this disclosure, and are mahjong players who belong to a competitive mahjong organization. The mahjong game of this embodiment is executed in units of a series of games (hereinafter referred to as a "unit game"). A unit game corresponds to one round of a competitive game unit such as an East Wind game or a half-game game, and basically consists of multiple rounds. Furthermore, the mahjong game of this embodiment has multiple stages Gm set, and each time one stage Gm is cleared, the next stage Gm+1 begins. The details of the stage Gm will be described later with reference to FIG. 8.
[0015] Each terminal device 20 is an information device used to play the mahjong game. Four players P play the mahjong game using different terminal devices 20. For example, a portable or stationary information device such as a smartphone, a tablet terminal, a home game device, or a personal computer is used as the terminal device 20. Note that a dedicated game device installed in a commercial facility such as a game center may also be used as the terminal device 20.
[0016] The mahjong game of this embodiment is developed through a battle game between teams composed of four members (i.e., team battle). As illustrated in FIG. 2, one team is composed of one player P (hereinafter referred to as "target player Pa") and three characters C1 to C3. The target player Pa is an actual player P who possesses the terminal device 20. Each character Cn (n = 1 to 3) is a non-player character (NPC) that is not operated by the target player Pa. That is, only the target player Pa actually plays the game, and each character Cn does not actually play the game. As described above, in this embodiment, a pseudo team battle is developed. Note that the total number of members constituting the team, that is, the number of characters Cn, may be arbitrarily changed.
[0017] Each character Cn constituting a team together with the target player Pa is associated with a specific player P (hereinafter referred to as "specific player Pn") other than the target player Pa. That is, one team in this embodiment includes one target player Pa and three characters C1 to C3 associated with different specific players Pn other than the target player Pa, and the target player Pa plays the mahjong game using these characters C1 to C3.
[0018] In the mahjong game of this embodiment, the specific player Pn associated with each character Cn is a professional mahjong player Pp who is a part of the players P who play the mahjong game. The character Cn associated with the professional mahjong player Pp is an example of the "first character" in the present disclosure. Also, this character Cn can be commonly used as a member of the team by the target player Pa and the players P other than the target player Pa. Therefore, a feeling as if participating in a mahjong team battle together with the professional mahjong player Pp can be given to the target player Pa. Basically, an ordinary person other than the professional mahjong player Pp is assumed as the target player Pa.
[0019] In the mahjong game of this embodiment, a consideration for obtaining the right of selection is set for each character Cn. The right of selection is a right that allows the target player Pa to use the character Cn as a member of the team. The consideration for the right of selection is a value medium available in the game system. That is, the target player Pa can select a desired professional mahjong player Pp as the specific player Pn and associate the character Cn with the right of selection by using the value medium owned by himself / herself as the consideration, and can select the character Cn as a member of the team and use the character Cn in the game. Note that the consideration for obtaining the right of selection may be the same or different for each character Cn.
[0020] The value medium serving as the consideration for the right of selection may be a tangible medium or an intangible medium. Examples of tangible value media include physical medals (token coins), currency (coins), physical cards, and tickets. Examples of physical cards include, for example, IC cards or magnetic cards. Physical cards printed with images such as barcodes or QR codes (registered trademarks) are also exemplified as tangible value media. On the other hand, examples of intangible value media include, for example, electronic medals, electronic currency (electronic money), credits, points, and items. Note that the game medium consumed for playing the mahjong game and the value medium may be of different types or the same type.
[0021] FIG. 3 is a block diagram illustrating the configuration of each terminal device 20. As illustrated in the figure, the terminal device 20 includes a control device 21, a storage device 22, a communication device 23, a display device 24, and an operating device 25. Note that the terminal device 20 may be realized as a single device or may be realized by a system including a plurality of devices separately configured from each other.
[0022] The control device 21 includes one or more processors that control each element of the terminal device 20. For example, the control device 21 includes one or more types of processors such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an SPU (Sound Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit).
[0023] The storage device 22 includes one or more memories that store the programs executed by the control device 21 and various data used by the control device 21. The storage device 22 includes a known recording medium such as a magnetic recording medium or a semiconductor recording medium, for example. The storage device 22 may include a combination of multiple types of recording media. Also, a portable recording medium that can be attached to and detached from the terminal device 20, or a recording medium (such as cloud storage) that the control device 21 can write to or read from via a communication network 200 such as the Internet, may be used as the recording medium of the storage device 22.
[0024] The display device 24 displays an image under the control of the control device 21. The display device 24 includes a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel, for example. The operation device 25 is an input device that receives instructions from the player P. The operation device 25 is, for example, an operator operated by the player P or a touch panel that detects contact by the player P. When the display device 24 or the operation device 25 is separate from the terminal device 20, the display device 24 or the operation device 25 may be connected to the terminal device 20 by wire or wirelessly.
[0025] The communication device 23 communicates with the control system 10 via the communication network 200. When the communication device 23 is separate from the terminal device 20, the communication device 23 may be connected to the terminal device 20 by wire or wirelessly.
[0026] The control device 21 transmits the instruction data Za corresponding to the operation from the player P for the operation device 25 from the communication device 23 to the control system 10. The instruction data Za is data representing an instruction from the player P. Further, the control device 21 displays an image on the display device 24 according to the control data Zb received by the communication device 23 from the control system 10. The control data Zb includes data for displaying various images on the display device 24. Specifically, the control data Zb includes image data representing an image or various control parameters for the display of an image.
[0027] FIG. 4 is a block diagram illustrating the configuration of the control system 10. As illustrated in the figure, the control system 10 includes a control device 11, a storage device 12, and a communication device 13. Note that the control system 10 may be realized as a single device or may be realized by a system including a plurality of devices configured separately from each other.
[0028] The control device 11 includes one or more processors that control each element of the control system 10. For example, the control device 11 includes one or more types of processors such as a CPU, GPU, SPU, DSP, FPGA, or ASIC.
[0029] The communication device 13 communicates with each terminal device 20 via the communication network 200. The control device 11 receives the instruction data Za transmitted from each terminal device 20 by the communication device 13. Further, the control device 11 transmits the control data Zb for displaying an image on the display device 24 to each terminal device 20 by the communication device 13. Note that when the communication device 13 is separate from the control system 10, the communication device 13 may be connected to the control system 10 by wire or wirelessly.
[0030] The storage device 12 includes one or more memories that store the programs executed by the control device 11 and various data used by the control device 11. The storage device 12 includes known recording media such as magnetic recording media or semiconductor recording media. The storage device 12 may include a combination of multiple types of recording media. In addition, a portable recording medium that is detachable from the control system 10, or a recording medium (e.g., cloud storage) to which the control device 11 can write or read via the communication network 200 may be used as the recording medium of the storage device 12.
[0031] The storage device 12 stores game data D for each of a plurality of players P, including both professional mahjong players Pp and ordinary players.
[0032] FIG. 5 is a schematic diagram showing an example of the game data D. As illustrated in the figure, the game data D of each player P includes a name D1, attributes D2, an image D3, a match result D4, related information D5, and parameter information D6. The name D1 is a name displayed for identifying each player P. The attributes D2 of each player P are a flag indicating whether the player P is a professional mahjong player Pp or an ordinary person. The image D3 is an image displayed for identifying each player P.
[0033] The match result D4 includes data representing the results of past plays by the player P. Specifically, the match result D4 includes data representing the results of one unit game (e.g., one East Wind game or one half-game) played by the player P in the past. Furthermore, if the player P has played a unit game multiple times in the past, the game data D includes the match result D4 for each unit game. The match result D4 in this embodiment includes data representing the score X, score Ya, and rank Yb of the player P as play results.
[0034] The score Ya is the points held at the end of the unit game (i.e., the total value of the points). The ranking Yb is the order in which the points Ya are awarded in descending order. The score X is a value corresponding to the score Ya and the ranking Yb. For example, the score X is calculated as the sum of the score Ya divided by 1000 and the value corresponding to the ranking Yb (hereinafter referred to as "ranking points"). The ranking points are values set for each ranking. The higher the ranking Yb, the higher the ranking points are set to. As described above, the better the performance in each game, the higher the score X is set to.
[0035] Since the score X is calculated from the score Ya and the rank Yb, the score X may be omitted from the match result D4. Since the rank Yb can be determined from the score Ya, the rank Yb may be omitted from the match result D4. The match result D4 may also include a hand record for each round in a past unit game. Each player P can check the hand record of each player P on the display device 24 of the terminal device 20.
[0036] The related information D5 is information about the past record of the player P. The related information D5 includes, for example, information such as win rate, average ranking, winning rate, discard (deposit) rate, riichi rate, open rate, average winning points, and average discard points. Note that the related information D5 may be omitted from the game data D.
[0037] The parameter information D6 includes information used for the parameters of the character Cn associated with the specific player Pn. Specifically, the parameter information D6 includes a stage Fk, a level L, and a number of points E. The details of the stage Fk, the level L, and the number of points E will be described later.
[0038] FIG. 6 is a block diagram illustrating an example of the functional configuration of the control system 10. As shown in FIG. The control device 11 realizes a plurality of functions (team setting unit 31, game control unit 32, result determination unit 33, display control unit 34) for controlling the mahjong game by executing the program stored in the storage device 12. Further, the control device 11 realizes a determination unit 35, a notification unit 36, a reception unit 37, and a change unit 38 as functions related to the special point SP.
[0039] The team setting unit 31 sets a team including the player P as the target player Pa for each of the plurality of players P. Specifically, as described above, the team setting unit 31 sets a team including the target player Pa and three characters C1 to C3 associated with different specific players Pn (professional mahjong players Pp) other than the target player Pa.
[0040] The game control unit 32 advances the mahjong game according to the instructions from the player P to each terminal device 20. Specifically, the game control unit 32 advances the unit game according to the instruction data Za received by the communication device 13 from the terminal device 20, and also advances a stage Gm described later including a plurality of the unit games.
[0041] The display control unit 34 presents various information to the player P by displaying an image on the display device 24 of the terminal device 20. Specifically, the display control unit 34 generates control data Zb including the information to be presented to the player P and transmits it from the communication device 13 to the terminal device 20.
[0042] The score determination unit 33 is an example of the "determination unit" in the present disclosure, and determines the score for each team (hereinafter referred to as "team score R"). The team score R is determined for each unit game (for example, each time in a Dongfeng game or a half-round game). Specifically, the score determination unit 33 determines the team score R based on the score X obtained by the target player Pa of the team through playing the current unit game and the score X in the past play results of the specific player Pn (that is, the professional mahjong player Pp) associated with each character Cn of the team. That is, the score X in the past play results of the specific player Pn is pseudo-used as the current score regarding the character Cn for determining the team score R.
[0043] Specifically, the score determination unit 33 selects one from a plurality of play results (battle results D4) included in the game data D of each specific player Pn, and applies the score X of the selected play result to the determination of the team score R. That is, the score X obtained by the specific player Pn in one unit game among the plurality of unit games played by the specific player Pn in the past is applied to the determination of the team score R. As can be understood from the above description, the score determination unit 33 of the present embodiment determines the team score R based on the score X obtained by the target player Pa through playing the unit game and the result (for example, the score X) of the specific player Pn playing the unit game in the past.
[0044] In addition, when the score determination unit 33 selects one from a plurality of play results included in the game data D of the specific player Pn, it selects one play result by lottery with a probability corresponding to the stage Fk indicated by the parameter information D6 of the character Cn associated with the specific player Pn.
[0045] FIG. 7 is an explanatory diagram of the stage Fk. As illustrated in the same figure, in stage Fk, four stages from F1 to F4 are set. Different reference ranges H are associated with each stage Fk. The reference range H is a set of play results extracted from a plurality of past play results (battle results D4) of a specific player Pn used to determine the score X of the character Cn, so as to include play results with a high score X. Each reference range H has a different ratio of including play results with a high score X. Specifically, the reference range H corresponding to stage F1 is a set of play results of a predetermined number (for example, the most recent 50 times) in the past. The reference range H corresponding to stage F2 is a set of play results in which, from among a predetermined number of play results, the number of play results corresponding to 50% of the predetermined number is extracted in descending order of the score X. The reference range H corresponding to stage F3 is a set of play results in which, from among a predetermined number of play results, the number of play results corresponding to 25% of the predetermined number is extracted in descending order of the score X. The reference range H corresponding to stage F4 is a set of play results in which, from among a predetermined number of play results, the number of play results corresponding to 5% of the predetermined number is extracted in descending order of the score X. That is, stage Fk is defined such that the probability that a higher score X is determined as the score X of character Cn gradually increases from stage 1 to stage 4. Then, the score determination unit 33 selects one reference range H corresponding to stage Fk from a plurality of reference ranges based on the stage Fk of character Cn, and determines the score X of character Cn based on one play result in the selected reference range H. Therefore, the higher the stage Fk of character Cn, the higher the probability that a higher score X is determined by the score determination unit 33 as the score X of character Cn from the past play results of the specific player Pn, and the more advantageous the game becomes.
[0046] In this embodiment, the initial value of stage Fk of character Cn is stage 1. This stage Fk is changed to stage Fk randomly selected from stages F1 to F4 when the target player Pa consumes the level L indicated by the parameter information D6 of that character Cn during the mahjong game. In this random selection, the probability of selecting a higher stage Fk varies depending on the consumption amount of level L, and the greater the consumption amount, the higher the probability of selecting a higher stage Fk. Therefore, it is possible to provide the target player Pa with a way of playing such as determining the timing and consumption amount of strategically consuming level L based on the game situation and the like.
[0047] Level L increases from level 1 to level 4 according to the number of points E of the special points SP stored by the target player Pa in the mahjong game. That is, the special points SP are points that increase level L according to the stored number of points E and enable a transition to a higher stage Fk. In other words, they are points that make the unit game advantageous by saving them.
[0048] In the mahjong game, such special points SP can be stored for each character Cn associated with a specific player Pn by a professional mahjong player Pp, and the above-mentioned point number E of the parameter information D6 represents the point number of the special points SP stored by the target player Pa for the character Cn. In the present embodiment, the point number E of the special points SP is cleared (i.e., consumed) to zero every time a certain number (for example, 10 points) is reached, and the level L is automatically increased by one level each time. And as described above, for the character Cn associated with the professional mahjong player Pp as the specific player Pn, the stage Fk of the character Cn is probabilistically determined by lottery from among the stages F1 to stage 4 by consuming the level L. In the present embodiment, the probability that each of the plurality of stages Fk is selected by the result determination unit 33 is different depending on the consumption amount of the level L. Specifically, the higher the consumption amount of the level L, the higher the probability that a higher stage Fk (i.e., a reference range H with a higher proportion of play results with high scores X) is selected. This "selected probability" is an example of the "selected condition" in the present disclosure.
[0049] In the mahjong game of the present embodiment, the target player Pa can acquire special points SP by satisfying a predetermined acquisition condition. The acquisition condition of the present embodiment includes at least the following first requirement and second requirement. The first requirement is a requirement regarding the state of the game of the specific player Pn (i.e., the professional mahjong player Pp) associated with the character Cn. In the present embodiment, as the "state of the game", "the specific player Pn is in the middle of playing" is set. Note that the "state of the game" may be "logged in" or "watching a battle between other players P" in addition to "in the middle of playing". The second requirement is a requirement regarding an instruction by the operation of the target player Pa. In the present embodiment, as the "instruction by the operation", "instructing the acquisition of the special points SP by a predetermined operation when the first requirement is satisfied" is set. In addition, the acquisition conditions of this embodiment further include a third requirement. The third requirement is a requirement regarding the restriction on the acquisition of the special point SP. In this embodiment, as the "restriction on the acquisition of the special point SP", it is set that "the number of times the special point SP can be acquired for the same specific player Pn is only once a day". The time for dividing "one day" is set as appropriate.
[0050] As described above, in this embodiment, the target player Pa can acquire the special point SP that makes the unit game advantageous for the character Cn associated with the specific player Pn by satisfying the acquisition conditions including the first requirement regarding the state of the specific player Pn in the game, and can increase the point number E of the special point SP. Therefore, the target player Pa pays attention to the state of the specific player Pn (that is, the professional mahjong player Pp) in the game for the purpose of acquiring more special points SP that make the unit game advantageous, and becomes conscious of the specific player Pn.
[0051] Also, in this embodiment, the score determination unit 33 determines the score X of the character Cn based on a plurality of past play results of the specific player Pn (i.e., the professional mahjong player Pp) associated with the character Cn. Therefore, the target player Pa can select the character Cn associated with the specific player Pn who has left many high-score X play results in the past, and from the high-score X play results left by the specific player Pn associated with the character Cn in the past, the score X of the character Cn is determined. Thus, the score X of the character Cn is likely to be high, and the game can be played advantageously. Further, the score determination unit 33 selects one reference range H corresponding to the stage Fk of the character Cn from a plurality of different reference ranges H of the set of past play results, and determines the score X of the character Cn based on one play result in the selected reference range H. Therefore, even when the specific player Pn associated with the character Cn has not left many high-score X play results, the target player Pa can consume the increased level L according to the number of stored special points SP and change the stage Fk (i.e., the reference range H), thereby increasing the probability of selecting a high-score X play result from the play results of the specific player Pn associated with the character Cn. In this way, the target player Pa can enjoy the game by consuming the level L in consideration of the past play results, i.e., the play performance, of the specific player Pn associated with the character Cn.
[0052] Also, in this embodiment, the probability that the score determination unit 33 selects a reference range H with a high ratio of game results that are advantageous for the game varies according to the consumption amount of the level L. Therefore, the target player Pa can play in such a way that the consumption amount of the level L is adjusted according to the reference range H in which it is likely to obtain the desired score X.
[0053] Next, with reference to FIG. 6 above, each functional part related to such special points SP will be described. The determination unit 35 is a functional unit that determines whether the first requirement, which is one of the aforementioned acquisition conditions, is satisfied. Specifically, the determination unit 35 determines whether the state of the mahjong game of the specific player Pn (i.e., the professional mahjong player Pp) is a predetermined state (i.e., "in play").
[0054] When the first requirement is satisfied, that is, when the specific player Pn is in a predetermined state, the notification unit 36 is a functional unit that notifies the target player Pa to that effect. Such notification is performed by displaying a predetermined image on the display device 24 of the terminal device 20. Specifically, the notification unit 36 generates control data Zb including an image for notifying the target player Pa by controlling the aforementioned display control unit 34, and transmits it from the communication device 13 to the terminal device 20.
[0055] The reception unit 37 is a functional unit that receives, from the terminal device 20, an instruction from the target player Pa regarding the aforementioned second requirement, that is, an instruction to acquire the special point SP. In addition, the reception unit 37 of the present embodiment also functions as a functional unit that receives, from the terminal device 20 of the target player Pa, an instruction to consume the level L. In the following description, an instruction regarding the second requirement is referred to as an "acquisition instruction", and an instruction regarding the consumption of the level L is referred to as a "consumption instruction".
[0056] When the acquisition instruction is received by the reception unit 37, the change unit 38 changes the point number E of the character Cn associated with the specific player Pn to be acquired. Specifically, the change unit 38 changes the point number by adding the first addition point number to the point number E. On the other hand, when the consumption instruction is received by the reception unit 37, the change unit 38 changes the level L by subtracting the level L of the character Cn by a number corresponding to the consumption amount.
[0057] Note that in the functional block of the control device 11 shown in FIG. 6, one or more of the functional units related to the special point SP may be integrated into the game control unit 32 or the display control unit 34.
[0058] FIG. 8 is an explanatory diagram regarding the progress of a mahjong game in this embodiment. As shown in the figure, the mahjong game is made up of three stages G1 to G3. Stage G2 starts on the condition that stage G1 is cleared, and stage G3 starts on the condition that stage G2 is cleared.
[0059] In each stage Gm (m=1 to 3), three unit games are sequentially repeated by four different target players Pa. When the team performance R at the end of three unit games in one stage Gm exceeds a predetermined threshold Hm, the target player Pa is determined to have cleared the stage Gm. The threshold Hm is a predetermined value set for each stage Gm. For example, the threshold H2 exceeds the threshold H1, and the threshold H3 exceeds the threshold H2. In other words, the later the stage Gm, the more difficult it is to clear.
[0060] [Control process] 9 and 10 are flowcharts of a process (hereinafter referred to as a "control process") in which the control device 11 controls a mahjong game. The control process is started when instruction data Za indicative of the start of a mahjong game is received from the terminal device 20.
[0061] When the control process is started, the control device 11 (display control unit 34) displays the selection screen Qa on the display device 24 of the terminal device 20 (Sa1). Specifically, the control device 11 displays the selection screen Qa on the display device 24 by transmitting control data Zb for displaying the selection screen Qa from the communication device 13 to the terminal device 20.
[0062] FIG. 11 is a schematic diagram of the selection screen Qa. The selection screen Qa is an image for the target player Pa to select three characters Cn associated as the specific player Pp by the professional mahjong player Pp. The control device 11 extracts a plurality of game data D from the storage device 12 where the attribute D2 designates the professional mahjong player Pp and the target player Pa has acquired the selection right for the characters Cn associated with the professional mahjong player Pp as the specific player Pn, and generates control data Zb for displaying the selection screen Qa based on the extracted game data D.
[0063] As illustrated in FIG. 11, the selection screen Qa includes a name D1, an image D3, and related information D5 for each of the plurality of characters Cn. The target player Pa sequentially selects three desired characters Cn by operating the operating device 25 while referring to the selection screen Qa. The character C1 is the character Cn first selected by the target player Pa on the selection screen Qa. The character C2 is the character Cn second selected by the target player Pa, and the character C3 is the character Cn third selected by the target player Pa. Instruction data Za representing the three characters Cn selected by the target player Pa is transmitted from the communication device 23 of the terminal device 20 to the control system 10.
[0064] Furthermore, the selection screen Qa of the present embodiment includes, for each of the plurality of characters Cn, the aforementioned level L, the number of points E, the stage Fk, and the level consumption button Qab. The level consumption button Qab is an operation button operated to consume the level L of the character Cn selected by the target player Pa. When the level consumption button Qab is operated, instruction data Za including the aforementioned consumption instruction is transmitted from the communication device 23 of the terminal device 20 to the control system 10. Note that an operation button (not shown) for designating the consumption amount of the level L is attached to the level consumption button Qab. The target player Pa designates the consumption amount of the level L by operating this operation button. Note that the consumption amount of the level L may be a preset amount instead of being designated by the target player Pa.
[0065] As described above, in this embodiment, when the target player Pa selects the character Cn having the right of selection, the level L of the character Cn becomes consumable. Therefore, for the consumption of the level L, it is possible to give the target player Pa an incentive to acquire the right of selection of the character Cn.
[0066] Next, as illustrated in FIG. 9, the control device 11 (team setting unit 31) receives a selection instruction of the character Cn by the target player Pa (Sa2). Specifically, the control device 11 receives, from the terminal device 20 via the communication device 13, instruction data Za representing the three characters Cn selected by the target player Pa. The control device 11 (team setting unit 31) sets a team composed of the target player Pa and the three characters C1 to C3 selected by the target player Pa (Sa3).
[0067] The control device 11 (reception unit 37) determines whether or not it has received a consumption instruction from the target player Pa (Sa4). When the control device 11 has received a consumption instruction (Sa4: Yes), the control device 11 (change unit 38) subtracts the level L of the character Cn to be consumed by the number of levels instructed by the target player Pa, and determines the stage Fk by lottery with a probability corresponding to the number of levels (Sa5). When the control device 11 has not received a consumption instruction (Sa4: NO), the process proceeds to step Ss6.
[0068] Next, the control device 11 (the result determination unit 33) sets a score X for each of the three characters C1 to C3 that make up the team of the target player Pa (Sa6). Specifically, the control device 11 (the result determination unit 33) selects one play result by lottery from the play results of the specific player Pn (that is, the professional mahjong player Pp) associated with the character Cn, which is included in the reference range H corresponding to the stage Fk of the character Cn, and determines the score X of the selected play result as the score X of the character Cn. As described above, the higher the stage Fk, the more likely a play result with a higher score X is to be selected as the play result of the specific player Pn associated with the character Cn. Therefore, when setting the team, the target player Pa can, for example, consider the members of the battle team in a unit game, determine the necessity and the usage amount of the consumption of the level L, and increase the possibility of winning the unit game (that is, the possibility of the unit game being advantageous).
[0069] When the control device 11 sets the score X for each character Cn according to the above procedure, the control device 11 (the display control unit 34) displays a score screen Qb on the display device 24 of the terminal device 20 (Sa7). Specifically, the control device 11 transmits control data Zb for displaying the score screen Qb from the communication device 13 to the terminal device 20, thereby displaying the score screen Qb on the display device 24.
[0070] FIG. 12 is a schematic diagram of the score screen Qb. As illustrated in FIG. 12, the score screen Qb is an image that displays the score X for each character Cn (C1 to C3) that makes up the team together with the target player Pa. Specifically, the battle result D4 including the score X is displayed for each character Cn.
[0071] The scoring screen Qb is a screen that hypothetically assumes the state where each of the three characters C1 to C3 that form a team with the target player Pa has completed a unit game. That is, the scoring screen Qb is an image for the target player Pa to confirm the results (i.e., hypothetical results) of the unit games of each character Cn prior to the start of the unit game in which the target player Pa himself / herself participates. Therefore, if the score X of each character Cn is high, the target player Pa will be in a mood where he / she can challenge the unit game a little more relaxedly, and if the score X of each character Cn is low, the target player Pa will be in a mood to try hard to obtain a high score. That is, it is possible to give the target player Pa a feeling as if he / she is participating in a team battle of mahjong by forming a team with the specific player Pn (i.e., professional mahjong player Pp) associated with each character Cn.
[0072] As illustrated in FIG. 9, after the control device 11 presents the scoring screen Qb to the target player Pa, the control device 11 (game control unit 32) starts the unit game that the target player Pa plays (Sa8). Specifically, the control device 11 selects an opponent for the target player Pa from a plurality of target players Pa belonging to different teams, and progresses the unit game according to the instructions from each target player Pa. Specifically, the instruction data Za transmitted from each terminal device 20 is received by the communication device 13, and the unit game is controlled according to the instruction data Za. As described above, the unit game is, for example, mahjong such as the east wind game or the semi-riichi game. The control device 11 determines the score X, the score Ya, and the rank Yb for each target player Pa according to the progress of the unit game.
[0073] As described above, in the present embodiment, before the start of the play of the unit game by the target player Pa, the score X of each character Cn that forms a team is presented to the target player Pa. By referring to the score X of each character Cn, the target player Pa can grasp the difficulty of achieving the goal in his / her own play. That is, the target player Pa can determine the strategy and mindset (serious / casual) for achieving the goal.
[0074] When the unit game ends, the control device 11 (game control unit 32) registers the result of the current unit game as the battle result D4 in the game data D of the target player Pa (Sa9). As described above, every time the unit game ends, the battle result D4 of each of the four players P who battled in that unit game is added to the game data D.
[0075] The control device 11 (score determination unit 33) determines the team score R based on the score X obtained by the target player Pa in the current unit game and the scores X of the set characters Cn (Sa10). Specifically, the control device 11 calculates the updated team score R by adding the score X of the target player Pa and the scores X of the characters Cn to the numerical value of the current team score R. At the stage when the first unit game of each stage Gm starts, the team score R may be set to an initial value (for example, zero), or the score corresponding to the team score R in the previous stage Gm may be carried over to the next stage Gm, and the carried-over score may be added to the team score R of the next stage Gm.
[0076] As illustrated in FIG. 10, the control device 11 (display control unit 34) displays the result screen Qc on the display device 24 of the terminal device 20 (Sa11). Specifically, the control device 11 transmits control data Zb for displaying the result screen Qc from the communication device 13 to the terminal device 20, thereby displaying the result screen Qc on the display device 24.
[0077] FIG. 13 is a schematic diagram of the result screen Qc. As illustrated in the same figure, the updated team score R reflecting the result of the current unit game is displayed on the result screen Qc. Specifically, on the result screen Qc, the score X and rank Yb obtained by the target player Pa in the current unit game, and the score X and rank Yb displayed on the score screen Qb for each character Cn are displayed. Note that the names D1 and images D3 are displayed for the target player Pa and each specific player Pn.
[0078] In addition, the remaining score δ is also displayed on the result screen Qc of the present embodiment. The remaining score δ is the difference value between the threshold value Hm corresponding to the current stage Gm and the team score R. That is, the remaining score δ means the remaining number of points X that the team should further acquire to clear the current stage Gm.
[0079] As illustrated in FIG. 10, when the control device 11 displays the result screen Qc, the control device 11 (game control unit 32) determines whether or not three unit games have ended in the current stage Gm (Sa12). If the number of unit games is less than three (Sa12: NO), the control device 11 transfers the process to step Sa6. That is, the setting of the score X of each character Cn (Sa6), the display of the score screen Qb (Sa7), the control of the unit game (Sa8), the storage of the battle result D4 (Sa9), the setting of the team score R (Sa10), and the display of the result screen Qc (Sa11) are repeated until three unit games end in the current stage Gm.
[0080] As described above, the control device 11 (game control unit 32) repeatedly provides unit games to the target player Pa. In addition, the control device 11 (score determination unit 33) individually sets the score X of each character Cn by lottery for each unit game (Sa6). That is, the score X of each character Cn changes for each unit game played by the target player Pa. As described above, since the score X of the target player Pa and the score X of each character Cn are updated for each unit game, it is possible to give the target player Pa a feeling as if each character Cn is also repeating the unit game in parallel with the target player Pa.
[0081] When three unit games are completed at the current stage Gm for the other party (Sa12: YES), the control device 11 (game control unit 32) determines whether the current team score R exceeds the threshold value Hm as illustrated in FIG. 10 (Sa13). When the team score R is lower than the threshold value Hm (Sa13: NO), it means that the target player Pa has failed to clear the current stage Gm. Therefore, the control device 11 displays on the display device 24 of the terminal device 20 a screen notifying the defeat of the team of the target player Pa (Sa14). In addition, the control device 11 awards a reward to the target player Pa (Sa15). The reward preset for the defeated player includes, for example, at least the awarding of special points SP. Further, the reward preset for the defeated player may include, in addition to the awarding of special points SP, a predetermined amount of game media (e.g., electronic medals) or items that can be used in the mahjong game.
[0082] When the current team score R exceeds the threshold value Hm (Sa13: YES), it means that the target player Pa has successfully cleared the current stage Gm. When the target player Pa has successfully cleared the stage Gm (Sa13: YES), the control device 11 determines whether the current stage Gm is the last stage G3 (Sa16).
[0083] When the target player Pa clears the stage G3 (Sa16: YES), the control device 11 displays on the display device 24 of the terminal device 20 a screen notifying the victory in the mahjong game (Sa17). The control device 11 awards the target player Pa a reward for winning the mahjong game (Sa18). The said reward is a reward preset for the winning player and is, for example, a predetermined amount of game media (e.g., electronic medals) or an item usable in the mahjong game. In the present embodiment, the value of the reward for the winning player exceeds the value of the reward for the losing player. Specifically, the reward for the winning player includes at least the granting of special points SP, and the amount of the special points SP granted is more than the amount of the special points SP granted in the reward for the losing player. Note that, if the reward for the losing player does not include the granting of special points SP, the value of the reward for the winning player may exceed the value of the reward for the losing player. Also, the amount of the special points SP granted in the reward for the winning player may be the same as or less than the amount of the special points SP granted in the reward for the losing player. The special points SP as a reward are granted to each of the three characters Cn. Specifically, the control device 11 (changing unit 38) changes the point number E by adding a second addition point number to the point number E of each character Cn. Note that the point numbers granted to each character Cn may be the same as each other or different from each other.
[0084] When the current stage Gm is not the last stage G3 (Sa16: NO), the control device 11 displays on the display device 24 of the terminal device 20 a screen notifying the clearance of the current stage Gm (G1, G2) (Sa19), and awards the target player Pa a reward for the said clearance (Sa20). The reward granted upon the clearance of stage Gm includes at least the granting of special points SP. The reward granted upon the clearance of stage Gm may, in addition to the granting of special points SP, include, for example, a predetermined amount of game media (e.g., electronic medals) or an item usable in the mahjong game.
[0085] The value of the reward given when clearing stage Gm is lower than the value of the reward for the winning player and higher than the value of the reward for the losing player. Specifically, the number of points of the special point SP given as a reward when clearing stage Gm is less than the number of points of the special point SP given as a reward for the winning player. Therefore, at the time of winning, a stronger sense of emotion and achievement can be given to the target player Pa. Note that the number of points of the special point SP given may be different for each stage Gm. In other words, based on the progress state of stage Gm, the number of points of the special point SP given may change. Specifically, as stage Gm progresses, the number of points of the special point SP given may increase. Also, the value of the reward given when clearing stage Gm may be the same as or higher than the value of the reward for the winning player, and may also be the same as or lower than the value of the reward for the losing player.
[0086] When the above processing is executed, the control device 11 shifts to the immediately subsequent stage Gm+1 (Sa21) and shifts the processing to step Sa6. That is, stage Gm progresses while the members of the team including the target player Pa are maintained. Note that the members of the team may be updated for each stage Gm. In this case, the control device 11 shifts the processing to step Sa6 after step Sa20.
[0087] As described above, in the present embodiment, a team including the target player Pa and the character Cn associated with each specific player Pn (that is, the professional mahjong player Pp) is set, and the team score R is determined based on the score X obtained by the target player Pa and the past play results of each specific player Pn. That is, the target player Pa can pseudo-experience a game (for example, a team battle) that progresses in units of a team including the target player Pa and each character Cn. Specifically, it is possible to give the target player Pa a feeling as if actually belonging to the team together with each character Cn (specific player Pn).
[0088] In particular, in this embodiment, the score X obtained by each specific player Pn through past plays is applied to the determination of the team score R. That is, the score X actually obtained by the specific player Pn through past plays is used, rather than a virtual score set regardless of the actual play. Therefore, the score X of each character Cn can be set to a realistic value. According to the above configuration, a sense of reality as if participating in the team together with each specific player Pn can be effectively given to the target player Pa.
[0089] Also, in this embodiment, every time the target player Pa clears the stage Gm, a special point SP of the second addition point number is added to the point number E of each character Cn in the team. Therefore, the motivation of the target player Pa for clearing each stage Gm is enhanced. Also, for the character Cn in which the special point SP accumulates by clearing the stage Gm, in order to accumulate more special points SP and increase the level L, the target player Pa becomes aware of the state (i.e., "in play") in the game of the specific player Pn (i.e., the professional mahjong player Pp) associated with that character Cn, and the relationship between the specific player Pn and the target player Pa is deepened.
[0090] [Obtaining Special Points] FIG. 14 is a flowchart of a process (hereinafter referred to as "point acquisition process") related to the control for causing the control device 11 to acquire the special point SP for the target player Pa. As described above, in the mahjong game of the present embodiment, the target player Pa obtains the special point SP by satisfying the acquisition conditions including the first requirement and the second requirement. The first requirement is that the state of the specific player Pn (that is, the professional mahjong player Pp) in the game is "playing", and the second requirement is that the acquisition instruction by the target player Pa has been received. Therefore, first, the control device 11 (determination unit 35) determines whether one or more specific players Pn are playing the mahjong game (Sb1). If there is no specific player Pn who is playing (Sb1: NO), the control device 11 executes this step Sb1 again after a predetermined time has elapsed. If one or more specific players Pn are playing (Sb1: YES), the control device 11 (notification unit 36) displays the notification screen Qd on the display device 24 of the terminal device 20 (Sb2). Specifically, the control device 11 transmits the control data Zb for displaying the notification screen Qd from the communication device 13 to the terminal device 20, thereby displaying the notification screen Qd on the display device 24.
[0091] FIG. 15 is a schematic diagram of the notification screen Qd. The notification screen Qd is an image for notifying a specific player Pn during play to the target player Pa. As illustrated in the figure, all of the specific players Pn during play are listed on the notification screen Qd. Specifically, on the notification screen Qd, for each specific player Pn during play, a name D1, an image D3 of a character Cn associated with that specific player Pn, and an acquisition button Qdb are displayed. The acquisition button Qdb is an operation button for an acquisition instruction. When the target player Pa operates the acquisition button Qdb, special points SP are acquired for the character Cn associated with the specific player Pn corresponding to that acquisition button Qdb. On the notification screen Qd, all of the specific players Pn during play are displayed regardless of whether the target player Pa has obtained the right of selection. Therefore, even for a character Cn for which the target player Pa has not obtained the right of selection, special points SP can be saved, which serves as a motivation to acquire the right of selection in exchange for a game medium for the character Cn for which special points SP have been saved and try using that character Cn as a team member.
[0092] Here, according to the aforementioned third requirement, the number of times special points SP can be acquired for each specific player Pn associated with each character Cn is limited to once per day. Therefore, for a specific player Pn for whom special points SP have already been acquired, instead of the acquisition button Qdb, an acquired display Qdd indicating that it has been acquired is displayed.
[0093] As illustrated in FIG. 14, when the control device 11 displays the notification screen Qd, the control device 11 (modifying unit 38) determines whether or not it has received, by the receiving unit 37, instruction data Za including an acquisition instruction from the terminal device 20 (Sb3). When the control device 11 has not received the instruction data Za including the acquisition instruction (Sb3: NO), the control device 11 monitors the reception of the instruction data Za including the acquisition instruction by executing step Sb3 again. On the other hand, when the control device 11 has received the instruction data Za including the acquisition instruction (Sb3: YES), the control device 11 adds a first addition point number to the point number E of the character Cn associated with the specific player Pn (i.e., the professional mahjong player Pp) to change the point number E.
[0094] As described above, in the present embodiment, when the state of the specific player Pn in the mahjong game is a predetermined state (i.e., "playing"), the target player Pa can acquire the special point SP of the character Cn associated with the specific player Pn by giving an acquisition instruction. Therefore, in order to save the special point SP, the target player Pa plays the mahjong game while being aware of the state of the game of the specific player Pn. Then, by the target player Pa being aware of the state of the game of the specific player Pn, the relationship between the target player Pa and the specific player Pn is deepened.
[0095] 2. Second Embodiment The second embodiment will be described. Note that, for elements whose functions are the same as those in the first embodiment in each aspect exemplified below, the same reference numerals as those in the description of the first embodiment are used, and the detailed description of each is omitted as appropriate.
[0096] In the first embodiment, an example is shown in which a specific player Pn associated with each of the three characters Cn is a professional mahjong player Pp. The second embodiment is a form including both a character Cn associated with a professional mahjong player Pp as a specific player Pn and a character Cn not associated with a specific player P as a specific player Pn. In the following description, the set of professional mahjong players Pp among the plurality of players P is denoted as the "first group", and the set other than the professional mahjong players Pp among the plurality of players P is denoted as the "second group". The first group is a set of players P whose attribute D2 designates a professional mahjong player Pp. The second group is a set of players P whose attribute D2 designates other than a professional mahjong player Pp. In addition, a character Cn with which a specific player P is not associated as a specific player Pn is referred to as an "event character Cni". The event character Cni is an example of the "second character" in the present disclosure.
[0097] In the second embodiment, a plurality of event characters Cni are prepared in advance. The plurality of event characters Cni are characters Cn that can be commonly used by a target player Pa and players P other than the target player Pa. That is, the mahjong game of the second embodiment is a game in which an event character Cni can be used instead of a character Cn associated with a professional mahjong player Pp as a specific player Pn or together with a character Cn associated with a professional mahjong player Pp. For each event character Cni, a consideration for obtaining the right of selection is set in the same manner as the character Cn in the first embodiment, and the target player Pa can select a desired event character Cni by exchanging a value medium for the consideration.
[0098] As described in the description of the first embodiment, game data D is stored in the storage device 12 for each of the plurality of professional mahjong players Pp. On the other hand, as described above, a specific player P is not associated with the event character Cni as a specific player Pn. The method for determining the score X of this event character Cni will be described in detail later.
[0099] The control process in the second embodiment is the same as that in the first embodiment described above. That is, as illustrated in FIG. 9 of the first embodiment, the control device 11 (display control unit 34) first displays the selection screen Qa on the display device 24 of the terminal device 20 (Sa1).
[0100] FIG. 16 is a schematic diagram of the selection screen Qa in the second embodiment. Similar to the first embodiment described above, the selection screen Qa includes a name D1, an image D3, and related information D5 for each of a plurality of specific players Pn (i.e., professional mahjong players Pp) associated with a character Cn. Further, as illustrated in FIG. 16, the selection screen Q of the second embodiment also includes an event character Cni for which the target player Pa has a right of selection. The target player Pa operates the operation device 25 while referring to the selection screen Qa to select three characters from among the characters Cn associated with the specific players Pn and the event character Cni. The target player Pa can also store special points SP for the event character Cni in the same manner as for the character Cn, as described later. That is, for the event character Cni as well, a point number E, a level L, and a stage Fk of the special point SP are set as parameters, and the stage Fk is determined by lottery by consuming the level L.
[0101] The control device 11 (team setting unit 31) receives a selection instruction for the character Cn and the event character Cni by the target player Pa (Sa2) and forms a team consisting of the character Cn and the event character Cni selected by the target player Pa (Sa3), in the same manner as in the first embodiment.
[0102] As described above, in the second embodiment, the target player Pa can form a team using the character Cn associated with the specific player Pn and the event character Cni, and play a mahjong game using the team, so that variations are provided in the way of playing the mahjong game.
[0103] The method for setting the score X of each character Cn is the same as that in the first embodiment. That is, the score X of the character Cn associated with the specific player Pn in the first group, who is a professional mahjong player Pp, is selected by lottery from a plurality of scores X obtained by the specific player Pn in the past, in the same manner as in the first embodiment. Also, the method for setting the score X of each event character Cni is as follows. That is, the score determination unit 33 selects one player P from among all the players P by lottery for each event character Cni included in the team. Then, for each player P, the score determination unit 33 selects one play result by lottery from among the past play results of the player P, and determines the score X of the play result as the score X of the event character Cni. In this case, at least one of the professional mahjong player Pp and the target player Pa may be excluded from the players P to be selected by lottery.
[0104] Therefore, as one aspect of the second embodiment, when both the character Cn and the event character Cni are included in the team members, the team score R is determined based on the score X obtained by the target player Pa through playing the unit game, the score X obtained by the specific player Pn in the first group through past play, and the score X obtained by the player P selected by lottery for each event character Cni through past play. Also, as another aspect of the second embodiment, when only the event character Cni is included in the team members, the team score R is determined based on the score X obtained by the target player Pa through playing the unit game and the score X obtained by the player P selected by lottery for each event character Cni through past play.
[0105] In the second embodiment, the conditions for selecting the score X corresponding to the player P selected by lottery for each event character Cni may be different from the conditions for selecting the score X corresponding to the specific player Pn in the first group. Specifically, the score X corresponding to the player P selected by lottery for each event character Cni may be set to be lower than the score X corresponding to the specific player Pn in the first group. That is, the control device 11 (score determination unit 33) selects one game result from the set of game results including the score X that is lower than the score X selected for the specific player Pn in the first group among the plurality of scores X obtained by the player P selected by lottery for each event character Cni in the past. In this case, it is more advantageous for the target player Pa to play the mahjong game by selecting the character Cn corresponding to the specific player Pn as a member of the team than by including the event character Cni as a member of the team. Therefore, an effective incentive for selecting the specific player Pn (i.e., the professional mahjong player Pp) from the first group can be given to the target player Pa.
[0106] In the second embodiment, the special point SP obtained each time the target player Pa clears the stage Gm is added to each of the character Cn of the specific player Pn (i.e., the professional mahjong player Pp) selected from the first group and the event character Cni. For the event character Cni, the special point SP is added only based on the clearance of the stage Gm (i.e., the progress state of the game). That is, since no specific player P is associated with the event character Cni, the acquisition conditions (especially the first requirement) described in the first embodiment are not satisfied, and the special point SP based on the acquisition conditions is not added to the event character Cni.
[0107] As described above, for the event character Cni as well, similar to the character Cn of the specific player Pn selected from the first group, a special point SP is obtained every time the stage Gm is cleared, that is, based on the progress state of the mahjong game. Therefore, even when the target player Pa plays the mahjong game using the event character Cni, the acquisition of the special point SP can be expected.
[0108] Also, the condition for obtaining the special point SP for the event character Cni is only the progress state of the mahjong game. That is, it is easier for the character Cn associated with the specific player Pn (that is, the professional mahjong player Pp) to accumulate the special point SP than the event character Cni. Therefore, an incentive to preferentially select the character Cn associated with the specific player Pn can be given to the target player Pa.
[0109] 3. Modification Example The modified forms added to the first embodiment and the second embodiment illustrated above are exemplified below. Two or more forms arbitrarily selected from the following examples may be appropriately combined within a non - conflicting range.
[0110] (Modification Form 1) In the first embodiment and the second embodiment, the form in which the character Cn and the specific player Pn (that is, the professional mahjong player Pp) are associated one - to - one was exemplified. However, a form in which two or more specific players Pn are associated with one specific player Pn (hereinafter, "modification form 1 - 1"), and a form in which one specific player Pn is associated with two or more characters Cn (hereinafter, "modification form 1 - 2") are also assumed.
[0111] In Variation Form 1-1, when the state in the game of any two or more specific players Pn associated with the character Cn of 1 is a predetermined state, and the target player Pa gives an acquisition instruction, a special point SP may be added to the point number E of the character Cn associated with the specific player Pn. Also, in Variation Example 1-1 form, when the states in all the games of two or more specific players Pn associated with the character Cn of 1 are predetermined states, and the target player Pa gives an acquisition instruction for all or some of the two or more specific players Pn, a special point SP may be added to the point number E of the character Cn corresponding to each of all or some of the specific players Pn.
[0112] In Variation Form 1-2, when the state in the game of a specific player Pn of 1 is a predetermined state, and the target player Pa gives an acquisition instruction for the specific player Pn, a special point SP may be added to the point number E of all or some of the characters Cn associated with the specific player Pn. In this case, depending on the state in the game of the specific player Pn, the character Cn to which the special point SP is added may be different. Examples of the state in the game include "playing", "logged in", and "watching" exemplified in each embodiment. Also, examples of the state in the game include the time zone when the specific player Pn is playing, etc., and the history of the specific player Pn's play. Note that the character Cn to which the special point SP is added may be different based on the designation of the specific player Pn and the administrator of the game system 100, etc.
[0113] (Variation Form 2) In the first embodiment and the second embodiment, an example is given of a form in which the target player Pa consumes the level L of the character Cn, and the stage Fk of the character Cn is probabilistically increased. However, even if the target player Pa does not consume the level L, a form is also assumed in which one play result is selected by lottery from among the past play results of the specific player Pn according to the current level L of the character Cn. In this form, the probability of selecting a play result with a high score X or a low score X may vary depending on the level L.
[0114] (Modification form 3) In the first embodiment and the second embodiment, an example is given of a form in which by consuming the level L of the character Cn, the stage Fk of the character Cn changes, and a play result with a higher score X is selected by lottery according to the probability corresponding to the changed stage Fk. However, a form without the concept of level L may also be used. For example, by consuming the special point SP of the character Cn, the stage Fk of the character Cn may change. Also, for example, by consuming the special point SP, a play result with a higher score X may be selected by lottery according to the probability corresponding to the consumption amount.
[0115] (Modification form 4) In the first embodiment and the second embodiment, an example is given of a form in which by consuming the level L of the character Cn, the reference range H of the play result that determines the score X of the character Cn is set as a reference range H in which a play result with a high score X can be obtained with probability. However, the score X of the character Cn may be definitely high. Also, the score X of a character Cn other than the character Cn for which the level L has been consumed, or the target player Pa may be probabilistically or definitely high. As a specific aspect of increasing the score X of the target player Pa, an aspect of adding a predetermined score to the score obtained by the target player Pa through play is exemplified.
[0116] (Modification form 5) In the first and second embodiments, by setting the reference range H of the play result for determining the score X of the character Cn as the reference range H in which a play result with a high score X is obtained with a probability, a form that advantages the unit game using the character Cn was exemplified. However, the unit game using the character Cn may be advantaged by reducing the score X of the character Cn of the opponent of the character Cn with a probability or definitely. Further, in games other than mahjong games such as fighting games and simulation games, the game may be advantaged by changing parameters such as the attack power of the character Cn or changing situations other than the character Cn in the game.
[0117] (Modification Form 6) In the first and second embodiments, the control device 11 may have a function that allows the target player Pa to support a specific player Pn during play. Specific modes of support include modes such as sending messages, icons, in-game values (for example, value media), and items as gifts. In this modification form, by the target player Pa supporting a specific player Pn during play, the target player Pa may acquire a special point SP. In this case, the number of points of the acquired special point SP, or the number of acquisition times, may change based on the gift sent as support.
[0118] (Modification Form 7) In the first and second embodiments, the specific player Pn targeted by the first requirement of the acquisition condition of the special point SP may be restricted to the specific player Pn associated with the character Cn for which the target player Pa has the right of selection. According to this modification form, in order not to miss the chance to acquire the special point SP, it becomes a motivation to acquire the right of selection of more specific players Pn in advance.
[0119] (Modification Form 8) In the first embodiment and the second embodiment, an expiration date may be provided for the special point SP. According to this modified form, the use of the special point SP within the expiration date is encouraged.
[0120] (Modified Form 9) In the first embodiment and the second embodiment, the form in which the mahjong game is developed by a team battle has been exemplified, but a form in which any of a plurality of operation modes is selected is also assumed. The plurality of operation modes include, for example, a team battle mode in which the team battle exemplified in each of the above forms is developed, and a personal battle mode in which each player P plays the mahjong game alone. Each player P can play the mahjong game after selecting the operation mode. The battle result D4 in the personal battle mode is registered in the game data D. Also, in the first embodiment, the second embodiment, and the modified form 1, the state in the game of the specific player Pn may be defined by the operation mode in which the specific player Pn is playing.
[0121] (Modified Form 10) In the first embodiment and the second embodiment, the target player Pa may be a professional mahjong player Pp. That is, the professional mahjong player Pp can also use the character Cn associated with himself or another professional mahjong player Pp as the specific player Pn in the game.
[0122] (Modified Form 11) In the first embodiment and the second embodiment, the case where the first group of players P selected as the specific player Pn is a professional mahjong player was exemplified. However, the first group of players P is not limited to professional mahjong players. For example, a famous player P or a player P who has achieved top results in a specific tournament may be selected as the specific player Pn in the first group. Also, a player P whose communication relationship with the target player Pa is registered (for example, friend registration) in a mahjong game or various SNSs (Social Networking Services) may be selected as the specific player Pn in the first group by the target player Pa. According to this modified form, the target player Pa can form a team with the intended players P related to himself / herself.
[0123] In the above description, attention was focused on the first group. However, the players P in the second group in the second embodiment can also be arbitrarily selected. For example, among the plurality of players P who have registered to play a mahjong game, a player P who satisfies specific conditions may be limitedly regarded as a candidate for the specific player Pn in the second group. For example, a player P who has performed a charging process or a player P who has made a declaration of intention to allow selection as the specific player Pn may be included in the second group. Also, professional mahjong players belonging to a specific group may be included in the first group, and professional mahjong players belonging to other groups may be included in the second group. As shown in the above examples, the method of classifying the first group and the second group is arbitrary in the present disclosure.
[0124] (Modified Form 12) In the first embodiment and the second embodiment, a mahjong game was exemplified. However, the type of game to which the present disclosure is applied is not limited to a mahjong game and is arbitrary. For example, the present disclosure is similarly applicable to table games other than mahjong games, such as card games. Also, for example, the present disclosure is applicable to various games in which a score X is calculated according to the result of play by the target player Pa, such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, or music games.
[0125] (Modified Form 13) In the first and second embodiments, although the form in which the game system 100 is configured by the control system 10 and the plurality of terminal devices 20 is exemplified, the specific form of the game system 100 is not limited to the above examples. For example, the game system 100 may be configured by mounting the functions of the control system 10 (team setting unit 31, game control unit 32, score determination unit 33, display control unit 34) on the terminal device 20. For example, the game system 100 may be configured by a single device having the functions of the control system 10, the display device 24, and the operation device 25.
[0126] (Modification form 14) In the first and second embodiments, the mahjong game provided by the game system 100 may be in a form played by the target player Pa in the virtual space generated by the control system 10, for example.
[0127] (Modification form 15) In the first and second embodiments, the functions of the game system 100 are realized by the cooperation of one or more processors constituting the control device 11 and the program stored in the storage device 12. The program according to the above form is provided in a form stored in a computer-readable recording medium and can be installed on a computer. The recording medium is, for example, a non-transitory recording medium, and an optical recording medium (optical disk) such as a CD-ROM is a preferred example, but any known form of recording medium such as a semiconductor recording medium or a magnetic recording medium is also included. Note that the non-transitory recording medium includes any recording medium excluding a transitory, propagating signal, and a volatile recording medium is not excluded. Also, in a configuration where a distribution device distributes a program via a communication network, the recording medium storing the program in the distribution device corresponds to the above-mentioned non-transitory recording medium.
[0128] [Supplementary Note] From the above description, for example, the preferred embodiments of the present disclosure can be understood as follows. For the sake of easy understanding of each embodiment, hereinafter, the reference numerals in the drawings are also shown in parentheses for convenience, but the present disclosure is not intended to be limited to the illustrated embodiments.
[0129] [Appendix 1] In a game system (100) in which a target player (Pa) plays a game using at least one first character (Cn) associated with at least one first player (Pp), a determination unit (35) that determines whether the first player (Pp) is in a predetermined state in the game; a notification unit (36) that notifies the target player (Pa) when the first player (Pp) is in a predetermined state; a reception unit (37) that receives an instruction from the target player (Pa); a modification unit (38) that modifies parameters (E, L, Fk) of the first character (Cn) associated with the first player (Pp) when the instruction is received by the reception unit (37) A game system (100) comprising:
[0130] According to Appendix 1, in order to modify the parameters (E, L, Fk) of the first character (Cn), the target player (Pa) will play the game while being aware of the state of the first character (Cn) in the game. By the target player (Pa) being aware of the state that can be changed in the game of the first character (Cn), the relationship between the target player (Pa) and the first character (Cn) is deepened.
[0131] Note that the "game" corresponds to various games in which scores corresponding to the first character (Cn) are calculated. Examples of this type of game include card games, table games such as mahjong games, shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, and music games. There may be multiple game modes in one game title, including cases where the game played by the target player (Pa) and the game played by the first player (Pp) are different game modes. The "target player (Pa)" and the "first player (Pp)" are actual players who actually play the games provided by the game system (100). The "first character (Cn)" is, for example, a non-player character. The "target player (Pa)" may be expressed as a "player character" in comparison with the first character (Cn). The "predetermined state in the game" includes various states caused by the play of the first player (Pp) and the login state to the game system (100). The "various states" include playing a predetermined mode among a plurality of modes in the game, a predetermined state of the play result, and a predetermined period after satisfying a predetermined condition. Specific modes for "notifying the target player (Pa)" include various modes for making the target player (Pa) recognize the notification. The various modes include display, voice output, blinking of a lamp, vibration, etc. The notification may be made by a terminal operated by the user, or may be made by a device different from the terminal. Specific modes of the "instruction" include various actions by the target player (Pa). The various actions include operation input of an operator, voice input, and motion input. For the "parameters (E, L, Fk) of the first character (Cn)", various parameters used in the games provided by the game system (100) may be used. Examples of this type of parameter include parameters associated with the performance, characteristics, features, or personality of the first character (Cn). "Changing the parameters (E, L, Fk)" includes the aspect of changing the values of the parameters (E, L, Fk). "Changing the values of the parameters (E, L, Fk)" includes the aspect of "increasing or decreasing the values of the parameters (E, L, Fk)". Also, "changing the parameters (E, L, Fk)" also includes changing the types of the parameters (E, L, Fk). "Changing the types of the parameters (E, L, Fk)" may be, for example, changing to a type of parameter that represents a state that is advantageous for the game. The "game system (100)" is realized, for example, by a server device that can communicate with a terminal device used by a target player (Pa). The terminal device is an information device such as a smartphone, a game device, and a personal computer. Note that the "game system (100)" may be realized by the terminal device.
[0132] [Appendix 2] The parameter changed by the changing unit (38) is the number of points (E) of the points where the game becomes advantageous. The game system (100) described in Appendix 1.
[0133] According to Appendix 2, the target player (Pa) pays attention to the state in the game of the first player (Pp) for the purpose of changing the number of points of the points where the game becomes advantageous, and becomes aware of the first player (Pp).
[0134] "Point" includes the concept of a numerical value. The numerical value includes integers, rational numbers, and irrational numbers. "The game becomes advantageous" includes "obtaining a state where the target player (Pa) can progress the game more advantageously than usual". Also, "the game becomes advantageous" includes "the game becomes advantageous probabilistically" and "the game becomes advantageous definitely".
[0135] [Appendix 3] A determination unit (33) is provided that determines the result of the game of the first character (Cn) based on a plurality of past play results of the first player (Pp). The determination unit (33) selects one reference range from a plurality of reference ranges with different sets of past play results based on the number of points, and determines the result of the game of the first character (Cn) based on the play results within the selected reference range The game system (100) according to appended note 2.
[0136] According to appended note 3, the target player (Pa) can select, from among a plurality of first players (Pp), the first player (Pp) associated with the first character (Cn) in consideration of the past play results of each first player (Pp). Also, accordingly, the target player (Pa) can enjoy the game in such a way that by changing the number of points, the reference range used as the basis for the play result is changed.
[0137] The "play result" includes various results generated by the play of the first player (Pp). For this type of result, various types of information that can be quantified or evaluated in the game can be used. Examples of this type of information include scores or rewards, the number of wins and losses, rankings, the number of plays, and the number of logins, etc. The "result of the game of the first character (Cn)" includes the result of the actions of the first character (Cn). Examples of such actions include battles with other characters or players. Also, as other examples, various actions such as the movement of the first character (Cn) and the use of items can be mentioned. "Selecting the reference range based on the number of points" includes "selecting the reference range by lottery based on the probability based on the number of points". That is, even if there is a possibility that a situation may occur in which the result of the game based on the play results within the reference range selected by the determination unit (33) is not an "advantageous result for the target player (Pa)".
[0138] [Appended note 4] The conditions for each of the plurality of reference ranges to be selected by the determination unit (33) are different according to the number of points of the points The game system (100) according to appended note 3.
[0139] According to Supplementary Note 4, the target player (Pa) can play in such a way that the change in the number of points is adjusted according to the condition under which a desired reference range is selected.
[0140] The "conditions" include various conditions for making the reference range selected by the determination unit (33) variable. As a specific form of this condition, an example is a form in which the higher the number of points, the higher the probability that a reference range including more game results advantageous to the game is selected. [Supplementary Note 5] The changing unit (38) changes the parameters (E, L, Fk) based on the progress state of the game The game system (100) described in any one of Supplementary Notes 1 to 3.
[0141] According to Supplementary Note 5, the motivation of the target player (Pa) to play the game and change the progress state is enhanced. Also, the parameters (E, L, Fk) of the first character (Cn) are changed through playing the game and its progress state. Therefore, the target player (Pa) becomes conscious of the state in the game of the first player (Pp) in order to seek further changes in the parameters (E, L, Fk), and the relationship between the first player (Pp) and the target player (Pa) is deepened.
[0142] Examples of the "progress state" include the progress degree and the achievement degree of the game. Specifically, in a game including a plurality of stages or scenarios, the cleared stage or scenario corresponds to the "progress degree" or the "achievement degree". Also, when one stage or one scenario includes a plurality of sub - stages or sub - scenarios, the cleared sub - stage or sub - scenario corresponds to the "progress degree" or the "achievement degree".
[0143] [Supplementary Note 6] The first player (Pp) is a part of the players preset from among all the players, At least one or more first characters (Cn) associated with the first player (Pp) are commonly used by the target player (Pa) and players other than the target player (Pa). The game system (100) according to any one of Appendices 1 to 5.
[0144] According to Appendix 6, since the first player (Pp) is a preset part of all players, the target player (Pa) and players other than the target player (Pa) can play the game using the characters associated with the first player (Pp) even if there is no relationship constructed with the first player (Pp). Also, the target player (Pa) and players other than the target player (Pa) can select the first player (Pp) from among the part of players associated with the first character (Cn) that they can commonly use. Therefore, for the first player (Pp) for whom it is desired to deepen the relationship, it becomes difficult for a difference to occur between the target player (Pa) and players other than the target player (Pa).
[0145] [Appendix 7] The game is a game in which at least one or more second characters (Cni) not associated with the first player (Pp) can be commonly used by the target player (Pa) and players other than the target player (Pa), instead of or in addition to the first character (Cn). The game system (100) according to Appendix 5 or Appendix 6.
[0146] According to Appendix 7, since the target player (Pa) can play the game using a second character (Cni) different from the first character (Cn), variations are provided in the way of playing the game.
[0147] The "second character (Cni)" may not be associated with a specific player (P), or may be associated with players other than the target player (Pa) and the first player (Pp). The player associated with the second character (Cni) may be determined randomly. For example, the initial value of the player associated with the second character (Cni) is indeterminate, and it is assumed that players other than the target player (Pa) and the first player (Pp) are associated with the second character (Cni) according to the timing during the progress of the game. Also, the timing for determining the player associated with the second character (Cni) may be each time the target player (Pa) plays the game, or each time the result of the game is determined.
[0148] [Appendix 8] The modification unit (38) changes the parameters (E, L, Fk) of the second character (Cni) only based on the progress state of the game. The game system (100) described in Appendix 7.
[0149] According to Appendix 8, even when the target player (Pa) plays the game using the second character (Cni), the target player (Pa) can expect the change of the parameters (E, L, Fk). Also, since the condition for the parameters (E, L, Fk) of the second character (Cni) to be changed is limited only to the progress state of the game, an incentive to preferentially use the first character (Cn) over the second character (Cni) can be given to the target player (Pa).
[0150] [Appendix 9] In a game control method of a game system (100) in which a target player (Pa) plays a game using at least one first character (Cn) associated with at least one first player (Pp), determining whether the first player (Pp) is in a predetermined state in the game; when the first player (Pp) is in the predetermined state, notifying the target player (Pa); Receiving an instruction from the target player (Pa), When receiving the instruction, changing parameters (E, L, Fk) of a first character (Cn) associated with the first player (Pp), A game control method including the above.
[0151] According to Supplementary Note 9, the same effect as that of Supplementary Note 1 can be obtained.
[0152] [Supplementary Note 10] A computer system that provides a game in which a target player (Pa) plays a game using at least one first character (Cn) associated with at least one first player (Pp), A determination unit (35) that determines whether the first player (Pp) is in a predetermined state in the game, A notification unit (36) that notifies the target player (Pa) when the first player (Pp) is in a predetermined state, A reception unit (37) that receives an instruction from the target player (Pa), A change unit (38) that changes parameters (E, L, Fk) of a first character (Cn) associated with the first player (Pp) when the reception unit (37) receives the instruction, A program that functions as the above.
[0153] According to Supplementary Note 10, the same effect as that of Supplementary Note 1 can be obtained.
Explanation of Signs
[0154] 10…Control system, 11…Control device, 20…Terminal device, 31…Team setting unit, 32…Game control unit, 33…Result determination unit, 34…Display control unit, 35…Judgment unit, 36…Notification unit, 37…Reception unit, 38…Change unit, 100…Game system, Cn…Character, Cni…Event character, D…Game data, D4…Match result, D6…Parameter information, E…Point number, Fk…Stage, Gm…Stage, H…Reference range, L…Level, P…Player, Pa…Target player, Pn…Specific player, Pp…Professional mahjong player, Qd…Notification screen, X…Score, Za…Instruction data, Zb…Control data.
Claims
1. In a game system in which a target player plays a game using at least one first character associated with at least one first player, a determination unit that determines whether the first player is in a predetermined state in the game; a notification unit that notifies the target player when the first player is in a predetermined state; a reception unit that receives an instruction from the target player; a modification unit that modifies parameters of a first character associated with the first player when the instruction is received by the reception unit A game system comprising:
2. The parameter modified by the modification unit is the number of points of a point that makes the game advantageous The game system according to claim 1.
3. comprising a determination unit that determines the result of the game of the first character based on a plurality of past play results of the first player, The determination unit, selects one reference range from a plurality of reference ranges in which the set of the plurality of past play results is different based on the number of points, and determines the result of the game of the first character based on the play results in the selected reference range The game system according to claim 2.
4. The condition that each of the plurality of reference ranges is selected by the determination unit is different according to the number of points of the points The game system according to claim 3.
5. The modification unit, modifies the parameter based on the progress state of the game The game system according to claim 1.
6. The first player, Among all players, a part of players preset, At least one or more first characters associated with the first player are commonly used by the target player and players other than the target player. The game system according to claim 1.
7. The game is A game in which at least one or more second characters not associated with the first player can be commonly used by the target player and players other than the target player instead of or in addition to the first character. The game system according to claim 5 or claim 6.
8. The changing unit changes the parameters of the second character only based on the progress state of the game. The game system according to claim 7.
9. In a game control method of a game system in which a target player plays a game using at least one or more first characters associated with at least one or more first players, Determining whether the first player is in a predetermined state in the game; When the first player is in a predetermined state, notifying the target player; Receiving an instruction from the target player; When the instruction is received, changing the parameters of the first character associated with the first player A game control method including.
10. A computer system that provides a game in which a target player plays a game using at least one or more first characters associated with at least one or more first players, A determination unit that determines whether the first player is in a predetermined state in the game, A notification unit that notifies the target player when the first player is in a predetermined state. A reception unit that receives an instruction from the target player. A change unit that changes parameters of a first character associated with the first player when the instruction is received by the reception unit. A program that functions as such.
Citation Information
Patent Citations
Game server, game control method, game program, and game program recording medium
JP2016039859A