Information processor, information processing method, and program
The game system generates different effects based on object states, enhancing player engagement and strategic thinking by incorporating state-dependent gameplay mechanics, addressing the lack of depth in existing object combination strategies.
Patent Information
- Application Number
- JP2025080694
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-13
- Publication Date
- 2025-07-25
AI Technical Summary
Existing computer games do not adequately consider the states of objects when combining them, limiting the depth of player engagement and thinking ability.
A game system that generates different game effects based on the state of objects, allowing objects in a free or restricted state to affect gameplay, enhancing the player's strategic thinking by considering the arrangement of objects with varying states.
Enhances player engagement and thinking ability by providing unique gameplay mechanics that require strategic planning and manipulation of object states, deepening the interest in object combination and arrangement.
Smart Images

Figure 2025109856000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] In computer games (hereinafter simply referred to as "games"), players are often provided with various "game media". The game media referred to here is a general term for digital contents such as characters, items, and experience points that are beneficial for players to advance the game.
[0003] Among game media, in particular, the collection, enhancement, and cultivation of objects such as characters are one of the pleasures of games. There are games that exhibit unique effects by combining a plurality of objects (see Patent Document 1). The sense of anticipation for the combination of objects, or the thinking ability to consider effective combinations of objects, is an element that deepens the interest of the game.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The inventors of the present invention considered that the interest of the game could be further deepened by making the player consider not only the types of objects but also the states of the objects when combining the objects.
[0006] The present invention is an invention completed based on the above idea by the inventors, and its main object is to provide a technology for improving the thinking ability of the game by making the player consider the arrangement of objects while taking into account the states of the objects.
Means for Solving the Problem
[0007] In a certain aspect of the present invention, when a first object specified by a player is arranged in a predetermined area, when a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object, an effect generation unit that generates a game effect according to the state of the second object is provided. When the second object is in the first state, the effect generation unit generates a first game effect, and when the second object is in a second state different from the first state, the effect generation unit generates a second game effect different from the first game effect.
Advantages of the Invention
[0008] According to the present invention, in a game considering the arrangement of objects, it becomes easier to enhance the thinking ability of the game.
Brief Description of the Drawings
[0009]
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Embodiment for Carrying out the Invention
[0010] [Overview] After briefly explaining the overview of a computer game (hereinafter referred to as "Game X") assumed in this embodiment, the specific configuration and control method of the game system will be described. Game X is an F2P (Free-to-Play) type game that can be executed on a smartphone or the like and allows multiple players to participate.
[0011] A player holds a plurality of objects. The player uses the objects to clear various tasks called "quests", "missions", etc. In a quest, the player uses the objects in their possession to fight against enemies.
[0012] When an enemy is defeated, the quest is cleared. When a quest is cleared, the player can obtain an object corresponding to the quest. By clearing a large number of quests, the player can obtain a large number of objects.
[0013] To the objects, hiragana characters of one letter such as "a" and "i" are associated. By arranging the objects, the player creates words (vocabulary) of two or more characters. A large number of words are registered in the dictionary in advance, and if any of the registered words can be created, the enemy can be attacked. The ability to create a large number of words while combining a variety of objects becomes important. The skill level of Game X depends on the player's knowledge and creativity.
[0014] As will be described in detail later, in the present embodiment, some objects have two states: a free state (first state) and a restricted state (second state). There is an interest in game X in considering the method of arranging objects while also taking into account the state of the objects.
[0015] FIG. 1 is a hardware configuration diagram of the game system 200. In the game system 200, a game server 100 and a plurality of game terminals 102a, 102b, 102c ··· 102n (hereinafter, collectively referred to as "game terminals 102" when mentioned together or not particularly distinguished) are connected via the Internet 106. The game terminal 102 in the present embodiment is assumed to be a smartphone. The game terminal 102 may be a portable dedicated game machine or a general-purpose computer such as a laptop PC. The game terminal 102 and the Internet 106 are wirelessly connected, but may also be wired-connected. A unique ID called a player ID is assigned in advance to the players of the game. Hereinafter, the player with player ID = P01 will be denoted as "player (P01)". The game server 100 provides game X to each game terminal 102.
[0016] FIG. 2 is a hardware configuration diagram of the game server 100. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, registers, arithmetic units, instruction decoders, etc., and a processor 300 (CPU: Central Processing Unit) that reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is connected to the first bus 302. In addition to this, other devices such as a GPU (Graphics Processing Unit) may also be connected to the first bus 302.
[0017] The first bus 302 is connected to a relatively low-speed second bus 310 via a bridge 308. In addition to a storage 312, an output device 316 such as a monitor or a speaker is connected to the second bus 310. Further, an input device 314 such as a mouse or a keyboard and a peripheral device 318 such as a printer may be connected to the second bus 310.
[0018] FIG. 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including an arithmetic unit such as a CPU and various co-processors, a storage device such as a memory and a storage, and a wired or wireless communication line connecting them, and software stored in the storage device and supplying processing instructions to the arithmetic unit. The computer program may be composed of a device driver, an operating system, various application programs located in upper layers thereof, and a library providing common functions to these programs. Each block described below indicates a block of a functional unit, not a configuration of a hardware unit. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal and a web browser installed therein.
[0019] (Game server 100) The game server 100 includes a communication unit 112, a data processing unit 110, and a data storage unit 114. The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.
[0020] The data storage unit 114 includes a game data storage unit 130 and a player data storage unit 132. The game data storage unit 130 stores the setting information of game X in addition to the game program. The player data storage unit 132 manages the information of the player.
[0021] The data processing unit 110 includes a player registration unit 116 and a game control unit 124. The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player. The game control unit 124 controls the basic progress of game X.
[0022] The game control unit 124 includes an object management unit 118, an effect generation unit 120, and an arrangement unit 152. The object management unit 118 manages objects (game media) such as characters and items that are targets of operation or use in game X. The effect generation unit 120 generates game effects (described later) according to the arrangement of the objects. The arrangement unit 152 arranges the objects according to instructions from the player.
[0023] (Game terminal 102) The game terminal 102 includes a user interface processing unit 136, a communication unit 134, a data processing unit 138, and a data storage unit 140. The user interface processing unit 136 includes an input unit 142 that accepts operations from the player and an output unit 144 that executes image display and voice output. The output unit 144 includes a notification unit 150 that notifies the player of hints regarding the arrangement of the objects.
[0024] The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on the data acquired by the user interface processing unit 136 and the communication unit 134, and the data stored in the data storage unit 140. The data processing unit 138 also functions as an interface for the user interface processing unit 136, the communication unit 134, and the data storage unit 140.
[0025] The data processing unit 138 includes a game execution unit 146. The game execution unit 146 controls the progress of the game in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as a part of the functions of the game control unit 124.
[0026] The communication unit 134 acquires various game information from the game server 100, and the output unit 144 displays a game screen on the game terminal 102. Also, the input unit 142 detects various inputs by the player, and the game execution unit 146 notifies the input information to the game server 100 via the communication unit 134. Further, in response to this input information, the data processing unit 138, particularly the game execution unit 146, controls the progress of the game.
[0027] Figure 4 is a screen diagram of the battle screen 160. The player appropriately selects a quest to challenge from a plurality of quests presented in game X. When a quest is selected, the game control unit 124 causes the battle screen 160 corresponding to the quest to be displayed on the game terminal 102. In the battle screen 160, a battle game between the player and the enemy character 162 is performed. The enemy gauge 164 indicates the hit points (physical strength value) of the enemy character 162. The ally gauge 166 indicates the hit points of the player.
[0028] The battle is conducted in a turn-based manner. The player attacks the enemy character 162 by combining P (Player) objects 176 (objects held by the player) in the manner described later. When attacking the enemy character 162, the hit points of the enemy character 162 decrease. The effect generation unit 120 calculates the amount of damage to the enemy character 162, and the output unit 144 of the game terminal 102 updates the enemy gauge 164 according to the amount of damage.
[0029] When the player's attack ends, the enemy character 162 attacks. When the enemy character 162 attacks, the hit points of the player decrease. The effect generation unit 120 calculates the amount of damage to the player, and the output unit 144 updates the ally gauge 166 according to the amount of damage.
[0030] In this way, the player and the enemy character 162 attack alternately. If the hit points of the enemy character 162 reach zero before the player's hit points reach zero, the player wins. Conversely, if the player's hit points reach zero before the enemy character 162, the enemy character 162 wins. When the player wins, the object management unit 118 grants a new P object 176 to the player as a victory bonus.
[0031] The player holds a plurality of P objects 176. Before the battle, the player selects a predetermined number of P objects 176 that are candidates for use from among the held P objects 176. Hereinafter, the combination of P objects 176 selected in this way is referred to as a "deck". In this embodiment, there is no upper limit to the number of P objects 176 held, and it is assumed that the maximum number of P objects 176 that can be put in the deck is 30.
[0032] Each P object 176 is associated with a single hiragana character. During a player's turn, the object management unit 118 randomly selects a predetermined number of P objects 176 from the P objects 176 included in the player's deck, and displays them as selection candidates in the candidate area 170. In this embodiment, the number of P objects 176 displayed in the candidate area 170 is assumed to be four.
[0033] A placement area 168 (predetermined area) is displayed in the center of the battle screen 160. The placement area 168 includes a confirmed area 178 in which a fixed object 172 is placed in advance, and a free area 174 (empty area) in which the fixed object 172 is not placed. The player selects a P object 176 from the candidate area 170 and drags it to one of the free areas 174 to place the P object 176 in the free area 174. The placement unit 152 sets the P object 176 in the free area 174 according to an input from the player, and confirms the placement of the P object 176.
[0034] 4, four P objects 176 corresponding to "ka," "su," "u," and "da" are displayed as selection candidates in the candidate area 170. In the placement area 168, a fixed object 172 for "n" is set in the fourth confirmed area 178 from the left.
[0035] In FIG. 4, the player places the P object 176 corresponding to "da" (hereinafter referred to as "P object 176 (da)") to the immediate left of the fixed object 172 (n). When the P object 176 (da) is placed in the free area 174, the object management unit 118 randomly or in a predetermined order selects one new P object 176 from the deck and replenishes it in the candidate area 170. The player repeats the selection of the P object 176 and the setting to the free area 174 in order to set the P object 176 in all the free areas 174 (empty areas). When the P object 176 is set in all the free areas 174 (hereinafter referred to as "placement completion"), the effect generation unit 120 generates a game effect (such as an attack) described later. After the generation of the game effect, the player's turn ends and the turn of the enemy character 162 begins.
[0036] When the turn of the enemy character 162 ends, the P object 176 is removed from all the free areas 174 (4 in FIG. 4). The fixed object 172 in the determined area 178 remains. The player selects the P object 176 again in order and rearranges the P object 176 in all the free areas 174. Note that the P object 176 may be removed once after the placement is completed and the effect is generated, instead of at the end of the turn of the enemy character 162.
[0037] FIG. 5 is a schematic diagram for explaining the basic game effect generated along with the arrangement of the P object 176. In the arrangement area 168 shown in FIG. 5, the free area 174A, the free area 174B, the free area 174C, the determined area 178, and the free area 174D are arranged from left to right. The P object 176 (ka) is placed in the free area 174A, the P object 176 (i) is placed in the free area 174B, the P object 176 (da) is placed in the free area 174C, the fixed object 172 (n) is placed in the determined area 178, and the P object 176 (su) is placed in the free area 174D, respectively.
[0038] After the placement is completed, the effect generation unit 120 determines whether a word of two or more characters is formed when reading from left to right (a predetermined arrangement direction) in the placement area 168. More specifically, a dictionary of words (vocabulary) is stored in advance in the game data storage unit 130, and the effect generation unit 120 determines whether the registered words in the dictionary are formed. Hereinafter, the formation of a word is also referred to as "fulfillment of the first condition".
[0039] In the placement area 168, when reading from the left, the five-character P object 176 and the fixed object 172 of "kaidansu" are arranged in a row. At this time, five words of "shell (kai)", "rapid strike (kaida)", "stage (dan)", "meeting (kaidan)", and "dance (dansu)" are formed. Therefore, the effect generation unit 120 sets the number of times of fulfillment of the first condition to "5". Hereinafter, among the number of times of fulfillment, the number of words formed as a whole in the placement area 168 is referred to as the "total fulfillment number", and is distinguished from the "partial fulfillment number" described later.
[0040] When each P object 176 is related to the fulfillment of the first condition, in other words, when it constitutes a part of a "word", the enemy character 162 can be attacked. In the present embodiment, the P object 176 that is part of a word of two or three characters performs a normal attack. In addition, the P object 176 that is part of a word of four or more characters performs a special attack with a greater attack power than the normal attack. When summarizing the normal attack and the special attack, it is referred to as the "first game effect".
[0041] More specifically, the P object 176 has a unique attack power. In addition, the P object 176 has a unique special ability. For example, the attack power of the P object 176a is "93", and its special ability is to be able to attack all three enemies. The attack power of the P object 176b is "20", and its special ability is to be able to attack one enemy three times. The attack power may be randomly selected by the effect generation unit 120 within an appropriate range such as "80 to 90".
[0042] First, P object 176 (ka) performs a special attack since it is part of the four-letter word "kaidan (conference)". Similarly, P object 176 (i) and P object 176 (da) also perform special attacks since they are part of "kaidan (conference)". P object 176 (su) performs a normal attack since it is part of the three-letter word "dansu (dance)". The effect generation unit 120 generates a first game effect in which each of the four P objects 176 attacks the enemy character 162, and subtracts the hit points of the enemy character 162 by the amount of damage caused by the attack.
[0043] Furthermore, the attack power of each P object 176 is increased depending on the total number of times the words are completed, that is, the number of combos. For example, a multiplier is set according to the total number of times the words are completed, such as "1.0 times" when the total number of times is "1", "1.1 times" when the total number of times is "2", and "1.3 times" when the total number of times is "3".
[0044] If the multiplier is set to "3.0x" when the total number of successful matches is "5", the attack power of the P object 176 (ka) will be "special attack power x 3.0". Multipliers are set in the same manner for the other P objects 176. The player can create words for each of the many P objects 176, and the more words he creates, the more letters in the words he creates, and the higher the overall attack power can be.
[0045] Hereinafter, when there is no need to distinguish between the first game effects (normal attacks and special attacks) and the second game effects described below or when they are referred to together, they will simply be referred to as the "game effects."
[0046] FIG. 6 is a schematic diagram for explaining the restricted state of the fixed object 172. As shown in FIG. At the start of the battle game, the object management unit 118 may set the fixed object 172 in the fixed area 178 to a restricted state (second state). For example, when a specific enemy character 162 appears, the object management unit 118 may set the fixed object 172 to the restricted state. The fixed object 172 in the restricted state is displayed in a manner that can identify the restricted state as if it were frozen (hereinafter referred to as "restricted display").
[0047] The object management unit 118 sets a maintenance point for the fixed object 172 in the restricted state. The object management unit 118 may randomly determine the amount of the maintenance point or set it corresponding to the enemy character 162. A restriction gauge 180 indicating the amount of the maintenance point is displayed on the fixed object 172 in the restricted state. When the maintenance point becomes zero, the object management unit 118 changes the fixed object 172 from the restricted state to a free state (first state) without restriction. Hereinafter, the fixed object 172 in the restricted state will be referred to as "fixed object 172 (restricted)" as appropriate.
[0048] After the placement is completed, the object management unit 118 decreases the maintenance point according to the number of times the words (first condition) including the fixed object 172 (restricted) are established (hereinafter referred to as "partial establishment times"). For example, when the maintenance point is 3 points, if the partial establishment times are 3 or more, the fixed object 172 changes from the restricted state to the free state. In the case of the example shown in FIG. 6, if the maintenance point is 3 points, since the player has established the three words "conversation", "step", and "dance" including the fixed object 172 (ん: restricted), the maintenance point becomes zero (= 3 - 3).
[0049] When the fixed object 172 returns from the restricted state to the free state, as shown in FIG. 5, each P object 176 exhibits a first game effect. That is, the P object 176 exhibits a normal attack or a special attack. Also, as shown in FIG. 5, the fixed object 172 returns to its normal display state. Hereinafter, when the maintenance point becomes zero and it returns from the restricted state to the free state, it is called "release of restriction".
[0050] In summary, when the fixed object 172 (restricted) is included in the placement area 168, after placement is completed, the object management unit 118 determines whether or not to release the restriction based on the number of partially established times. When the restriction is released, the effect generation unit 120 causes the P object 176 to exhibit a first game effect (normal attack or special attack).
[0051] On the other hand, when the maintenance point is 5 points, even if the above three words are established, 2 points of the maintenance point remain. In this case, the object management unit 118 decreases the restriction gauge 180 to 2 / 5 of its length and maintains the fixed object 172 in the restricted state. The fixed object 172 remains in the restricted display shown in FIG. 6.
[0052] If the fixed object 172 cannot be released from the restriction even after placement is completed, the object management unit 118 also changes the P object 176 (da) and the P object 176 (su) adjacent (second condition) to the fixed object 172 (restricted) from the free state to the restricted state. When the restriction of the fixed object 172 cannot be released, the game effect is exhibited in the manner shown in FIG. 7 below.
[0053] FIG. 7 is a schematic diagram for explaining the game effect when the fixed object 172 is in the restricted state. When the restriction cannot be lifted, that is, when the maintenance point remains, not only the fixed object 172 (restriction), but also the P objects 176 (da), 176 (su) adjacent to the fixed object 172 are in a restricted state. The output unit 144 causes not only the fixed object 172 (n: restriction), but also the P objects 176 (da: restriction) and 176 (su: restriction) to be displayed as restricted. At this time, the P objects 176 (da: restriction), 176 (su: restriction) are in a restricted state due to the chain effect from the fixed object 172 (restriction), and the first game effect (normal attack or special attack) cannot be exerted. In other words, the "restricting power" of the fixed object 172 (n: restriction) also propagates to the adjacent P objects 176.
[0054] In the placement area 168, as in FIG. 5, the P object 176 of five characters "kaidan su" and the fixed object 172 are arranged side by side, so the five words "shell", "quick strike", "stage", "talk" and "dance" are formed. That is, the total number of established times is "5".
[0055] The P object 176 (ka: free) forms a four-character word "talk (kaidan)", so it performs a special attack. Similarly, the P object 176 (i: free) also performs a special attack. On the other hand, although the P object 176 (da: restricted) constitutes a part of "talk", it is in a restricted state and thus the attack is sealed. The sealing of the attack power due to being in a restricted state is called the "second game effect". Since the P object 176 (su: restricted) is also in a restricted state, it cannot exert its attack power. As a result, in the arrangement state shown in FIG. 7, only the P objects 176 (ka: free), 176 (i: free) exert the first game effect and attack the enemy character 162.
[0056] Since the total number of occurrences in Fig. 7 is "5", a magnification of "3.0" corresponding to the total number of occurrences "5" is set for the attack power of P-object 176 (ka: free) and P-object 176 (i: free). Also, the partial number of occurrences of words including the fixed object 172 (n: regulation) is "3" ("conversation", "stage", "dance"). If the initial maintenance point of the fixed object 172 (n) is "5", the object management unit 118 reduces the maintenance point to "2 (=5 - 3)". In the next turn, the maintenance point of the fixed object 172 (n: regulation) becomes "2". The regulation state of the fixed object 172 continues, but since the maintenance point is decreasing, it becomes easier to release the regulation in the next turn.
[0057] Fig. 8 is a flowchart showing the processing procedure when a game effect occurs. When the player sets P-objects 176 in all free areas 174, that is, when the placement is completed, the processing shown in Fig. 8 is executed. When the fixed object 172 (regulation) is not included in the placement area 168 (N in S10), the effect generation unit 120 calculates the attack power of each P-object 176 based on the length of the words established in the placement area 168 and the total number of occurrences, and reduces the hit points of the enemy character 162 based on the attack power (S20).
[0058] If the hit points of the enemy character 162 become zero, it is a victory (Y in S22), and the battle game ends. At this time, the object management unit 118 gives a new object to the player as a privilege. If the hit points of the enemy character 162 are not zero (N in S22), it becomes the turn of the enemy character 162. Note that when the player's hit points are reduced to zero in the turn of the enemy character 162, the enemy character 162 wins and the battle game ends.
[0059] When there is a fixed object 172 (restriction) (Y in S10), the effect generating unit 120 decreases the maintenance points based on the number of times the partial establishment of the words including the fixed object 172 (restriction) occurs. When the maintenance points become zero, that is, when the restriction is released (Y in S12), the object management unit 118 changes the fixed object 172 from the restricted state to the free state (S14). In this case, since the P objects 176 adjacent to the fixed object 172 (free) are not restricted, each P object 176 exhibits the first game effect (normal attack and special attack).
[0060] On the other hand, when the restriction cannot be released because the maintenance points remain (N in S12), the fixed object 172 remains in the restricted state, and the P objects 176 adjacent to the fixed object 172 (restriction) also enter the restricted state (S16). The effect generating unit 120 saves the number of times the partial establishment of the words including the fixed object 172 occurs (S18). For example, if the number of partial establishments is "1", "1" is saved. Since the maintenance points decrease by the number of partial establishments, it becomes easier to release the restricted state of the fixed object 172 in the next turn.
[0061] Even if the restriction cannot be released, the effect generating unit 120 executes an attack if there is a P object 176 among the P objects 176 that can exhibit the first game effect (normal attack or special attack) (S20).
[0062] [Summary] The game system 200 has been described based on the embodiment above. In game X of this embodiment, a fixed object 172 in the restricted state may also exert a restrictive force on the adjacent P objects 176. For this reason, it is possible to realize a unique gameplay of considering an effective attack arrangement using P objects 176 that are not affected by the fixed object 172 (restriction). For example, in the case of the example shown in FIG. 7, it is necessary to consider words that can effectively utilize the P objects 176 (ka: free) and P objects 176 (i: free) that are not affected by the fixed object 172 (restriction).
[0063] Alternatively, in order to release the restriction on the fixed object 172 (restriction), the gameplay of how many words containing the fixed object 172 (restriction) can be formed can also be demonstrated. In the case of the example shown in FIG. 7, if a large number of words containing the fixed object 172 (ん: restriction) can be thought of, the maintenance points can be greatly reduced. In this way, in Game X, while considering the state of the fixed object 172, a deep thinking ability that makes full use of knowledge and imagination can be realized.
[0064] The fixed object 172 (restriction) is an existence that is disadvantageous to the player. Therefore, when the fixed object 172 can be released from the restriction by creating words well, the player can have a sense of achievement or liberation.
[0065] It is also conceivable to design the fixed object 172 (restriction) to affect (restricting force) all the P-objects 176 in the arrangement area 168, not limited to the adjacent P-objects 176. For example, in FIG. 7, it is also conceivable that the attacks of the P-object 176 (か) and the P-object 176 (い) are restricted. On the other hand, as shown in this embodiment, if only the P-object 176 adjacent to the fixed object 172 exhibits the second game effect, in other words, according to the method of limiting the influence range of the restricting force, a unique pleasure of considering the attack method while avoiding the adverse effects of the fixed object 172 (restriction) can be provided.
[0066] In addition, when the fixed object 172 (restriction) is arranged at the left end or the right end, there is only one P-object 176 adjacent to the fixed object 172, so the adverse effect of the fixed object 172 (restriction) is reduced. On the other hand, since it becomes difficult to create words containing the fixed object 172 (restriction), it becomes difficult to release the restriction. By limiting the influence range of the fixed object 172 (restriction) to the periphery of the fixed object 172 (restriction), the gameplay of competing for the skill of the arrangement method of the P-object 176 can be further clarified.
[0067] Before the battle, the player arranges the deck. By limiting the P-objects 176 available for use against the enemy character 162, the player can more easily select P-objects 176 during the battle. Also, by restricting the available P-objects 176, the difficulty of forming words is increased, and the player can experience the frustration of not having the necessary P-objects 176 for creating the intended words appear as selection candidates.
[0068] The battle against the enemy character 162 is conducted in a turn-based manner. The effect generation unit 120 generates a game effect after the player has set P-objects 176 in all free areas 174. After the placement is completed, usually multiple words are formed, so a sense of exhilaration with continuous attacks generated by a large number of P-objects 176 can be provided.
[0069] Even if the fixed object 172 (regulation) cannot be deregulated, the maintenance points decrease according to the number of partial establishment times of the word including the fixed object 172, and the decreased maintenance points are carried over to the next turn. Even if the deregulation of the fixed object 172 fails, it becomes easier to deregulate the fixed object 172 in the next turn, so the progress of the game can be controlled so that the presence of the fixed object 172 does not overly impede the play.
[0070] Note that the present invention is not limited to the above-described embodiments and modifications, and components can be modified and embodied without departing from the gist. Various inventions may be formed by appropriately combining a plurality of components disclosed in the above-described embodiments and modifications. Also, some components may be deleted from all the components shown in the above-described embodiments and modifications.
[0071] Although the game system 200 has been described as being configured by a plurality of game terminals 102 and one game server 100, part of the functions of the game terminal 102 may be realized by the game server 100, or part of the functions of the game server 100 may be assigned to the game terminal 102. Further, a third device other than the game terminal 102 or the game server 100 may undertake part of the functions of the game server 100 or the game terminal 102. The aggregate of each function of the game terminal 102 and each function of the game server 100 described in FIG. 3 can also be grasped overall as one "information processing device (game device)". How to distribute the plurality of functions necessary for realizing the present invention to one or a plurality of hardware may be determined in view of the processing capabilities of each hardware and the specifications required for the game system 200 and the like.
[0072] [Modification Example] FIG. 9 is a first schematic diagram for explaining the game effect when the fixed object 172 is in a restricted state in the modification example. In the present embodiment, when the restriction release of the fixed object 172 (restriction) is not performed, it has been described that the P objects 176 (da) and 176 (su) adjacent to the fixed object 172 (ん: restriction) also enter a restricted state. As a modification example, it is also possible to assume that the restricted states are chained by words. In the case of the example shown in FIG. 9, since the P object 176 (da: restriction) is adjacent to the fixed object 172 (ん: restriction), it is in a restricted state.
[0073] The P objects 176 (ka) and 176 (i) form the P object 176 (da: restriction) and the word "powerful strike". At this time, the object management unit 118 may also set the P objects 176 (ka) and 176 (i) to a restricted state. Thus, when another P object 176 that constitutes a word together with a certain P object 176 (restriction) is also set to a restricted state in a chain reaction, the effect generation unit 120 also blocks the attacks of these P objects 176 (third game effect).
[0074] In FIG. 9, since the P object 176 (da: restricted) and the P object 176 (su: restricted) are adjacent to the fixed object 172 (n: restricted), they are in a restricted state. Also, since the P object 176 (ka: restricted) and the P object 176 (i: restricted) form words (such as "rapid strike" and "meeting") with the P object 176 (da: restricted), they are also in a restricted state. As a result, since all the P objects 176 are in a restricted state, the player cannot attack the enemy character 162. However, since the words including the fixed object 172 are established three times, the object management unit 118 reduces the maintenance points of the fixed object 172 by three points.
[0075] FIG. 10 is a second schematic diagram for explaining the game effect when the fixed object 172 is in a restricted state in a modified example. In the arrangement area 168 shown in FIG. 10, in the free area 174A, there is a P object 176 (o), in the free area 174B, there is a P object 176 (i), in the free area 174C, there is a P object 176 (da), in the determined area 178, there is a fixed object 172 (n), and in the free area 174D, there is a P object 176 (su) arranged.
[0076] In the arrangement area 168, when reading from the left, the P objects 176 and the fixed object 172 of the five characters "oidan su" are arranged in a row. The words established at this time are the three words "nephew (oi)", "step (dan)", and "dance (dansu)".
[0077] Similar to FIG. 9, the P object 176 (da: restricted) and the P object 176 (su: restricted) adjacent to the fixed object 172 (n: restricted) are also in a restricted state. Different from FIG. 9, the P object 176 (o) and the P object 176 (i) do not form words with the P object 176 (da: restricted) and the fixed object 172 (n: restricted). In this case, the effect generation unit 120 executes a normal attack as the first game effect without sealing the attack power of the P object 176 (o) and the P object 176 (i).
[0078] In FIG. 10, the words that are established as words including the fixed object 172 (Regulation) are "step" and "dance". Therefore, the object management unit 118 reduces the maintenance points of the fixed object 172 (Regulation) by two points.
[0079] In the arrangement shown in FIG. 9, since the partial establishment count was 3 points, the maintenance points can be reduced more significantly than in the case of the arrangement shown in FIG. 10. On the other hand, the attack power of all P-objects 176 will be sealed.
[0080] In the case of the arrangement example shown in FIG. 10, P-object 176 (o) and P-object 176 (i) can attack, but since the partial establishment count is small, the reduction amount of the maintenance points is small. The player needs to consider the arrangement method of P-objects 176 while considering whether to prioritize regulation release or attack.
[0081] FIG. 11 is a schematic diagram for explaining the arrangement support of an object having an effective attribute against regulation. As a modification, a P-object 176 having a break attribute (effective attribute) may be prepared. A break mark 192 is given to the P-object 176 having a break attribute. If a word can be formed by combining the P-object 176 having a break attribute and the fixed object 172 (Regulation) (establishment of the third condition), the object management unit 118 may reduce the maintenance points of the fixed object 172 more than usual.
[0082] For example, assume that the maintenance point of the fixed object 172 (regulation) is "5". If the number of partial establishment times is "3", usually, the fixed object 172 (regulation) is not deregulated. However, if there is a P object 176 having a break attribute among the P objects 176 that constitute the fixed object 172 and the word, the object management unit 118 reduces the maintenance point by 6 points, which is twice the original. In this case, since the fixed object 172 (regulation) is deregulated, the break attribute becomes an advantageous attribute for the player.
[0083] In FIG. 11, a P object 176 (ki) having a break attribute is displayed in the candidate area 170. If the player installs the P object 176 (ki) in the free area 174C, the word "gold coin (kinka)" can be established. In this case, the object management unit 118 greatly reduces the maintenance point of the fixed object 172 by activating the break attribute of the P object 176 (ki).
[0084] By preparing a P object 176 having a break attribute, it is possible to provide the pleasure of considering words including the fixed object 172 while utilizing the break attribute.
[0085] When a P object 176 having a break attribute exists in the candidate area 170, the notification unit 150 may notify the player that the break attribute can be activated if this P object 176 is arranged in the free area 174C. Specifically, the notification unit 150 may display a point mark 190 beside the P object 176 (ki: break attribute) and display an animation of moving the point mark 190 to the free area 174C to inform the player of an effective arrangement method of the P object 176 (ki).
[0086] As another modification example, a P object 176 having a guard attribute (valid attribute) may be prepared. The P object 176 having the guard attribute will not be restricted even if it is arranged adjacent to the fixed object 172 (regulation) (the third condition is satisfied). For example, when the P object 176 (ki) shown in FIG. 11 has the guard attribute, even if the restriction of the fixed object 172 cannot be released, the P object 176 (ki) can exhibit the first game effect.
[0087] By actively arranging the P object 176 having the guard attribute adjacent to the fixed object 172, the adverse effect (restraining force) of the fixed object 172 can be suppressed. Regarding the guard attribute, the notification unit 150 may also suggest to the player how to arrange the P object 176 in the free area 174C.
[0088] In the present embodiment, the processing method when one fixed object 172 is in the restricted state has been described by way of assumption, but a plurality of fixed objects 172 may be set in the arrangement area 168. Also, a plurality of fixed objects 172 may be set in the restricted state simultaneously.
[0089] In the present embodiment, it has been described that when the fixed object 172 is set in the restricted state and the adjacent P object 176 is also in the restricted state due to the influence of the fixed object 172. As a modification example, regardless of the fixed object 172, the P object 176 may change its state from the free state to the restricted state. For example, the game control unit 124 may set a "restriction reservation" in advance in any of the free areas 174. When the P object 176 is arranged in the free area 174 with the restriction reservation set, the object management unit 118 may set the P object 176 in the restricted state.
[0090] When there is a fixed object 172 (regulation), all P objects 176 in the placement area 168 may be set to the regulated state. Alternatively, when there is a fixed object 172 (regulation), the object management unit 118 may randomly select a P object 176 to be in the regulated state from among the plurality of P objects 176 in the placement area 168.
[0091] Based on the partial establishment count of the words including the fixed object 172 (regulation), it was explained that the object management unit 118 decreases the maintenance point of the fixed object 172. As a modification, the object management unit 118 may decrease the maintenance point based on the overall establishment count. For example, in FIG. 7, since five words, namely "shell", "rapid strike", "stage", "talk", and "dance", are established, the placement area 168 may decrease the maintenance point by 5 points.
[0092] The fixed object 172 may have a first regulated state and a second regulated state. When the fixed object 172 is in the first regulated state, the object management unit 118 sets only the P object 176 adjacent to the fixed object 172 to the regulated state. On the other hand, when the fixed object 172 is in the second regulated state, the object management unit 118 may set all the P objects 176 arranged in the placement area 168 to the regulated state. In this way, two types of regulated states with different influence ranges of regulation may be set for the fixed object 172.
[0093] The second game effect was explained as a cancellation effect of the attack power, but it may be an effect that decreases the attack power. For example, the effect generation unit 120 may cause the P object 176 (da) in FIG. 7 to exhibit an attack power that is half of the original special attack power.
[0094] The second game effect may be an effect of enhancing the attack power, that is, a game effect advantageous to the player. The P object 176 adjacent to the fixed object 172 in the regulated state may exhibit an advantageous second game effect such as attacking a plurality of enemy characters 162 that exhibit a greater attack power than usual at the same time. In such a game design, a unique enjoyment of considering the arrangement method of the P object 176 can be provided so as not to reduce the maintenance points of the fixed object 172.
[0095] In the present embodiment, the ability to attack the enemy character 162 has been described as a game effect. Not limited to the battle with the enemy character 162, for example, the ability to break a wall may be changed according to the total number of times of establishment or the presence or absence of regulation. Also, assuming a game in which a specified number of turns or the number of words that can be created within a specified time are competed, the game control unit 124 may update the score according to the total number of times of establishment.
[0096] In the present embodiment, it has been described that each of the P objects 176 exhibits the first game effect or the second game effect individually. Not limited to this, when a word is established, all the P objects 176 may exhibit a common game effect. For example, in the arrangement state shown in FIG. 5, all the P objects 176 may collectively exhibit the total attack power of the P object 176 (ka) and the P object 176 (i) as the total attack power against the enemy character 162.
[0097] The P object 176 has a character attribute. Arranging the character attributes of a plurality of P objects 176 to form a "word" has been described as the first condition. The first condition may be an arrangement condition other than the character attribute. For example, the P object 176 may have a color attribute. When the player arranges a predetermined number of P objects 176 of the same color, arranges a plurality of P objects 176 of different colors such as red, blue, and yellow in a specified order, or arranges P objects 176 of the same color system (e.g., red system) such as orange, purple, and pink, the effect generation unit 120 may determine that the first condition is satisfied.
[0098] The P-object 176 may have a shape attribute. For example, when arranging P-objects 176 having shape attributes such as star-shaped, round, or square according to a predetermined rule, it may be assumed that the first condition is satisfied. The P-object 176 may have a quality attribute such as light, darkness, wood, or fire. When arranging a plurality of P-objects 176 having quality attributes according to a predetermined rule, it may be regarded that the first condition is satisfied.
[0099] The P-object 176 is not limited to a one-dimensional array and may be two-dimensionally arranged. The effect generation unit 120 may also generate a game effect of the P-object 176 according to the arrangement content even when the P-objects 176 are arranged diagonally or vertically.
[0100] Although it has been described that the possibility of restriction release is determined by the number of times (partial number of times) of the establishment of words including the fixed object 172 (restriction), the restriction release may be performed by other methods. For example, when a word including the fixed object 172 (restriction) satisfies a predetermined condition, for example, "name of a fruit", the object management unit 118 may reduce the maintenance point of the fixed object 172.
[0101] As a specific example, when two words, "mandarin orange" and "apple", which include the fixed object 172 (ん: restriction), are established, the object management unit 118 may reduce the maintenance point by 2 points. In addition, when a word including the fixed object 172 (restriction) can include the fixed object 172 in a word having a predetermined number of characters, for example, a word of 4 characters or more, the object management unit 118 may reduce the maintenance point.
[0102] Even when the maintenance point becomes zero, the object management unit 118 may maintain the fixed object 172 itself in a restricted state. However, when the maintenance point becomes zero, the effect generation unit 120 may cause the P object 176 adjacent to the fixed object 172 to exhibit the first game effect. In the next turn, the fixed object 172 may be maintained in the restricted state with the original maintenance point, and if it cannot be released from the restriction in that turn, the adjacent P object 176 may be transitioned to the restricted state.
[0103] The object management unit 118 may increase the maintenance point over time. In this case, the player must complete the placement early in order to set the maintenance point to zero.
[0104] The effect generation unit 120 may invalidate the attack of the P object 176A adjacent to the fixed object 172 (restricted) (second game effect), and may reduce the attack of the P object 176B that constitutes words with the P object 176A by half (third game effect). In this way, the second game effect and the third game effect may be the same or different.
[0105] In the present embodiment, it has been described that placement is completed when P objects 176 are set in all free areas 174. As a modification, when P objects 176 are arranged in a predetermined number (N < M) of free areas 174 out of a plurality (M) of free areas 174, it may be regarded as placement completion.
[0106] In the present embodiment, it has been described that the fixed object 172 may be set in the restricted state when the enemy character 162 appears. However, not limited to this, during the turn of the enemy character 162, the enemy character 162 may set the fixed object 172 in the restricted state. According to such a control method, since there is a possibility that a special attack called "restriction" can be applied to the enemy character 162 even after the start of the battle, the sense of tension during the battle can be enhanced.
[0107] From the descriptions of the embodiments and modifications above, the following invention can be understood. A1. When a first object designated by a player is placed in a predetermined area, when a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object, an effect generation unit that generates a game effect according to the state of the second object is provided. The effect generation unit generates a first game effect when the second object is in a first state, and generates a second game effect different from the first game effect when the second object is in a second state different from the first state, an information processing apparatus.
[0108] According to the invention described in A1, the player needs to consider the method of arranging the objects based on the state of the second object. When the second game effect is less advantageous than the first game effect, since the player will gain less profit even if the first condition is satisfied between the second object in the second state and the first object, it is desirable to consider a method of satisfying the first condition for objects other than the second object. On the other hand, when the second game effect is more advantageous than the first game effect, the player can expand the profit by satisfying the first condition between the second object in the second state and the first object. The necessity to change the arrangement method of the objects according to the state of the second object can improve the thinking nature of the game.
[0109] A2. The effect generation unit causes the first object to generate the first game effect and the second game effect, the information processing apparatus according to A1.
[0110] According to the invention described in A2, since the game effect of the first object that satisfies the first condition with the second object changes according to the state of the second object, it becomes easier for the player to recognize the influence on the first object by the first object.
[0111] A3. The effect generating unit further includes the information processing apparatus according to A1 or A2, which exhibits the game effect when a predetermined relationship is established between the attributes of each of a plurality of objects including the first object and the second object.
[0112] According to the invention described in A3, since it is necessary to consider not only the arrangement of the objects but also their attributes, for example, character attributes, the thinking ability of the game can be further improved.
[0113] A4. The effect generating unit further includes the information processing apparatus according to any one of A1 to A3, which exhibits the game effect when a predetermined relationship is established in the arrangement direction of a plurality of objects including the first object and the second object.
[0114] According to the invention described in A4, since it is necessary to consider not only the arrangement of the objects but also their arrangement direction, the thinking ability of the game can be further improved.
[0115] A5. The information processing apparatus according to any one of A1 to A4 includes an arrangement unit that arranges an object selected by the player in an empty area designated by the player among the predetermined areas from a plurality of objects that can be preselected by the player.
[0116] According to the invention described in A5, since the objects that can be selected by the player can be narrowed down, the player can quickly and easily select an object. In addition, since it becomes difficult to satisfy the first condition by narrowing down the objects that are candidates for selection, an opportunity to consider how to select the candidates for selection can be provided.
[0117] A6. The effect generating unit determines whether the first game effect or the second game effect can occur when a predetermined number of objects corresponding to the number of objects that can be arranged in the predetermined area are arranged, and the information processing apparatus according to any one of A1 to A5.
[0118] According to the invention described in A6, in order to determine the possibility of generating the first game effect and the second game effect after the arrangement is completed, it is possible to provide a sense of exhilaration in which a plurality of game effects are continuously generated based on the fulfillment of a plurality of first conditions.
[0119] A7. An information processing apparatus according to any one of A1 to A6, further comprising: an object management unit that changes the state of the second object from the second state to the first state based on the number of times the first condition is satisfied with respect to the positional relationship of a plurality of objects including the second object in the second state.
[0120] According to the invention described in A7, by satisfying the first condition for the second object, it is possible to eliminate the disadvantages associated with the second state. Also, when the second state is advantageous for the player, since the first condition for the second object becomes disadvantageous for the player, it is necessary to consider the arrangement of the objects so that the second state is not released. By considering how to satisfy or not satisfy the first condition using the second object and also considering the arrangement of the objects, the thinking ability of the game can be enhanced.
[0121] A8. The object management unit When a predetermined number of objects that can be arranged in the predetermined area are arranged, if the number of times the first condition for the second object is satisfied is less than the threshold value, the second object remains in the second state in the predetermined area. When the objects are rearranged by the player in the predetermined area, if the total of the number of times the first condition for the second object is satisfied before rearrangement and the number of times the first condition for the second object is satisfied after rearrangement is equal to or greater than the threshold value, the state of the second object is changed from the second state to the first state. The information processing apparatus according to A7.
[0122] According to the invention described in A8, when the second state is disadvantageous to the player, even if the second object remains in the second state, it becomes easier to return the second object to the first state when arranging the next object. Therefore, it is possible to control so that the second object does not become an excessive hindrance to the player. Also, when the second state is advantageous to the player, since it becomes easier for the second object to return to the first state when arranging the next object, it is possible to control the state of the second object so as not to provide an excessive benefit opportunity to the player.
[0123] A9. The effect generating unit is the information processing apparatus according to any one of A1 to A8, which generates the second game effect as an effect of restricting the first game effect.
[0124] According to the invention described in A9, when the first game effect is an advantageous effect for the player, the second object in the second state becomes a disadvantage to the player. Therefore, the player needs to consider a method for avoiding and eliminating the adverse effect of the second object. Also, when the first game effect is a disadvantageous effect for the player, the second object in the second state becomes a benefit to the player. Therefore, the player needs to consider a method for utilizing and maintaining the favorable effect of the second object. By such a control method, the thinking ability of the game can be further enhanced.
[0125] A10. The effect generating unit causes the third object to exhibit a third game effect different from the first game effect when the second condition is satisfied for the first object and the first condition is satisfied for the positional relationship of a plurality of objects including the first object and the third object. The information processing apparatus according to any one of A1 to A9.
[0126] According to the invention described in A10, when a second condition, for example, a condition such as being adjacent to an object in a regulated state, is satisfied for a first object, and a third condition is satisfied for a third object with respect to the first object, a third game effect different from the original first game effect occurs. That is, when an additional condition of "satisfaction of the second condition" is satisfied for the first object, a specific influence also extends to the third object, so the thinking nature of the game can be further enhanced.
[0127] A11. The effect generation unit, when the second condition is satisfied for the first object, and the first condition is not satisfied regarding the positional relationship between the first object and a fourth object, and the first condition is satisfied regarding the positional relationship between the fourth object and a plurality of objects including other objects, causes the fourth object to exhibit the first game effect instead of the third game effect, the information processing apparatus according to A10.
[0128] According to the invention described in A11, even when an additional condition of "second condition" is satisfied for the first object, if the first condition can be separately satisfied for the first object and a fourth object for which the first condition is not satisfied, the fourth object will exhibit the original "first game effect" instead of the "third game effect", so the influence on the fourth object accompanying the second condition will be blocked.
[0129] A12. When there exists an object having an effective attribute that changes the efficacy of the second object when a third condition is satisfied regarding the positional relationship with the second object in the second state among the plurality of selectably set objects, a notification unit that notifies an empty area where the object having the effective attribute can satisfy the third condition, the information processing apparatus according to A5, further comprising the notification unit.
[0130] According to the invention described in A12, by giving some objects an effective attribute that changes the efficacy of the second object related to the first game effect and the second game effect, the number of elements to be considered for the arrangement of the objects can be increased, thereby further enhancing the thinking ability of the game.
[0131] A13. When a first object designated by a player is arranged in a predetermined area by a computer, the computer determines whether a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object. An information processing method in which, when the first condition is satisfied, the computer generates a first game effect when the second object is in a first state, and generates a second game effect different from the first game effect when the second object is in a second state different from the first state.
[0132] According to the invention described in A13, the same effects as those of the invention described in A1 can be achieved.
[0133] A14. When a first object designated by a player is arranged in a predetermined area, a function of determining whether a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object, and When the first condition is satisfied, a program that causes a computer to exhibit a function of generating a first game effect when the second object is in a first state, and generating a second game effect different from the first game effect when the second object is in a second state different from the first state.
[0134] According to the invention described in A14, the same effects as those of the invention described in A1 can be achieved.
Explanation of Signs
[0135] 100 Game Server, 102 Game Terminal, 102a Game Terminal, 106 Internet, 110 Data Processing Unit, 112 Communication Unit, 114 Data Storage Unit, 116 Player Registration Unit, 118 Object Management Unit, 120 Effect Generation Unit, 124 Game Control Unit, 130 Game Data Storage Unit, 132 Player Data Storage Unit, 134 Communication Unit, 136 User Interface Processing Unit, 138 Data Processing Unit, 140 Data Storage Unit, 142 Input Unit, 144 Output Unit, 146 Game Execution Unit, 150 Notification Unit, 152 Arrangement Unit, 160 Battle Screen, 162 Enemy Character, 164 Enemy Gauge, 166 Ally Gauge, 168 Arrangement Area, 170 Candidate Area, 172 Fixed Object, 174 Free Area, 174A Free Area, 174B Free Area, 174C Free Area, 174D Free Area, 176 P Object, 178 Determined Area, 180 Regulation Gauge, 190 Point Mark, 192 Break Mark, 200 Game System, 300 Processor, 302 First Bus, 304 Memory, 308 Bridge, 310 Second Bus, 312 Storage, 314 Input Device, 316 Output Device, 318 Peripheral Device
Claims
【Claim 1】 When a first object specified by a player is placed in a predetermined area, when a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object, it includes an effect generation unit that generates a game effect according to the state of the second object. The effect generation unit generates a first game effect when the second object is in a first state, and generates a second game effect different from the first game effect when the second object is in a second state different from the first state. An information processing device.
Citation Information
Patent Citations
Information processing program, information processing device, information processing system, and information processing method
JP2019193741A