Game program and game server

By assigning identification information to game items indicating order or achievements, the game system increases player motivation and competition, addressing the issue of lost engagement due to unmet conditions and title acquisition.

JP2025127334AActive Publication Date: 2025-09-01HAPPY ELEMENTS CO LTD
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Patent Information

Application Number
JP2024024015
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-20
Publication Date
2025-09-01
Estimated Expiration
2044-02-20

AI Technical Summary

Technical Problem

Players lose motivation to participate in games when they cannot meet specific conditions for obtaining titles, and competition is stifled if others obtain titles, leading to a decrease in engagement.

Method used

Assign identification information, such as serial numbers or achievement indicators, to items in games to signify the order or achievements of item acquisition, which serves as a virtual 'title', stimulating competition and increasing participation motivation.

Benefits of technology

Enhances player motivation and fosters competition by allowing players to strive for early item acquisition and achievement display, thereby increasing engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the willingness of participating in a game and activate competition among players.SOLUTION: A game program for providing multiple user terminals 10 with a game operated by each of multiple players allows a server to equip with a function as a game execution section 21 for executing a game and a function as an item imparting section 25 for imparting an item to players, and the item imparting section 25 allocates identification information showing order of impartation of items to the items when imparting the items to the players.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a game program and a game server. [Background technology]

[0002] Conventionally, as shown in Patent Document 1, for example, it has been considered to give a "title" to a character when a specific condition set in the progression of a game is achieved.

[0003] However, because certain conditions must be met, players who are unable to meet the conditions give up on obtaining the "title" and lose motivation to participate in the game. Also, if another player obtains the "title," and there is no longer any possibility for the player to obtain the "title," the player who was unable to obtain the "title" loses motivation to participate in the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-148592 Summary of the Invention [Problem to be solved by the invention]

[0005] The present invention has been made in view of the above-mentioned problems, and its main object is to increase the motivation to participate in the game and stimulate competition among players. [Means for solving the problem]

[0006] In other words, the game program of the present invention is a game program for providing a game to be operated by each of a plurality of players to a plurality of user terminals, and is characterized in that a server is provided with a function as a game execution unit that executes the game and a function as an item granting unit that grants items to the players, and when granting the items to the players, the item granting unit assigns to the items identification information that indicates the order in which the items were granted or the achievements in the game that triggered the granting of the items.

[0007] With this configuration, since identification information indicating the order in which the item was granted or the game achievement that triggered the granting of the item is assigned to each item, players will try to obtain the item with the earliest order or the best achievement, which increases their motivation to participate in the game. Furthermore, since the earliest order or the best achievement functions like a "title," it can stimulate competition between players.

[0008] It is desirable that the item granting unit assign a serial number as the identification information. If the assigned identification information is a serial number, the order in which players obtained the items can be easily seen at a glance, and players will try to obtain items in order of decreasing precedence, which can increase their motivation to participate in the game.

[0009] It is desirable that the item granting unit assigns unique identification information to each of the plurality of types of items. With this configuration, because identification information is assigned to each of the multiple types of items, even if a player is late in obtaining one item or has poor performance, he or she can obtain another item with a lower number or better performance. As a result, the player is motivated to obtain another item with a lower number or to achieve better performance, thereby increasing the player's motivation to participate in the game.

[0010] The server is provided with a function as a display control unit that performs processing to display the game executed by the game execution unit on the multiple user terminals, and it is desirable that the display control unit displays the identification information in association with the items held by each player within the game displayed on the multiple user terminals. With this configuration, an unspecified number of players in the game can view each player's items and their identification information (acquisition procedure or achievements). As a result, each player can show off how quickly they obtained an item or how well their achievements are. This makes each player want to show off to the unspecified number of players by obtaining an item faster or achieving better achievements, which increases motivation to participate in the game and stimulates competition among players.

[0011] It is desirable that the item granting unit assigns the identification information to the item within a predetermined period of time, or assigns the identification information to the item until a predetermined order is reached. With this configuration, because the period is limited and the number of items to which identification information can be assigned is limited, a good start is important in order to obtain the items, and players will try to obtain items as early as possible in the order of their arrival, or as quickly as possible with good results, thereby increasing their motivation to participate in the game.

[0012] Furthermore, the game server according to the present invention is a game server that provides a plurality of user terminals with a game operated by each of a plurality of players, and is equipped with a game execution unit that executes the game, and an item granting unit that grants an item to the player, and is characterized in that when granting the item to the player, the item granting unit assigns to the item identification information that indicates the order in which the item was granted or the achievements in the game that triggered the granting of the item.

[0013] Furthermore, one aspect of the present invention is a game system including one or more user terminals and the above-mentioned game server configured to be able to communicate with the user terminals via a communication line. [Effects of the Invention]

[0014] According to the present invention as described above, it is possible to increase motivation to participate in the game and stimulate competition among players. [Brief explanation of the drawings]

[0015] [Figure 1] 1 is a diagram showing a schematic diagram of the overall configuration of a game system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a functional configuration diagram of the game server of the embodiment. [Figure 3] 10A and 10B are diagrams showing patterns of providing identification information in the embodiment. [Figure 4] 10 is a diagram showing a display form in which items are associated with identification information in the embodiment. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of a game system according to the present invention will be described below with reference to the drawings. Note that, for ease of understanding, all of the drawings shown below are drawn in a schematic manner, with appropriate omissions or exaggerations. Identical components are designated by the same reference numerals, and their description will be omitted where appropriate.

[0017] <1. Basic structure of the game system> As shown in FIG. 1, the game system 100 of this embodiment includes one or more user terminals 10 and a game server 20 communicatively connected to the user terminals 10 via a communication line 30 such as the Internet.

[0018] The user terminal 10 and the game server 20 are so-called computer devices that include a computer main body having a CPU, memory (including volatile and non-volatile), communication ports, I / O ports, etc., input means such as a keyboard, mouse, audio microphone, camera, etc., and output means such as a display, speakers, etc. The concept of this computer device also includes so-called desktop personal computers, laptop computers, tablet terminals, smartphones, etc.

[0019] Furthermore, the user terminal 10 can output (for example, display a game screen, output game audio, etc.) the processing results of the game program transmitted from the game server 20 via a game application or a web browser. Specifically, the user terminal 10 has a control unit 11 that controls the entire user terminal 10, a memory unit 12 that stores various data and programs, an input unit 13 through which the player performs operation input, an output unit 14 that outputs game screens, operation screens, etc., and a communication unit 15 that communicates information with the game server 20.

[0020] The game server 20 then provides the user terminal 10 with a game using game media whose state changes in response to operations by a player playing the game using the user terminal 10, by having the CPU and its peripheral devices cooperate in accordance with a game program stored in memory.

[0021] Here, the games provided by the game server may be games of any genre, such as role-playing games (RPGs), action games, adventure games, simulation games, training games, shooting games, sports games, puzzle games, etc.

[0022] Specifically, as shown in FIG. 2, the game server 20 functions as a game execution unit 21, a play information storage unit 22, a display control unit 23, a user operation reception unit 24, an item granting unit 25, and the like.

[0023] Each of the units 21 to 25 will be explained below. The game execution unit 21 executes and progresses the game based on operation inputs made by the player to the user terminal 10. Here, in the game executed by the game execution unit 21, the player can obtain various items (game media). These items (game media) include, for example, characters, equipment, tools, materials, etc., as well as items that can be obtained by conquering areas, stages, or dungeons in the game, items that can be obtained through gacha, items that can be obtained through events in the game, etc. These items are set appropriately depending on the type of game, such as a training game, a shooting game, or an action game.

[0024] Play information of the game executed by this game execution unit 21 is stored in the play information storage unit 22. This play information storage unit 22 stores various information about the game medium, such as the player's play time and the types of items held or status information indicating the status of those items.

[0025] The display control unit 23 performs processing to display the game executed by the game execution unit 21 on multiple user terminals 10. The display control unit 23 also displays other screens related to the game, such as a gacha-related screen for performing a lottery for items (i.e., gacha), a purchase-related screen for purchasing items, and an event-related screen showing a predetermined event.

[0026] The user operation receiving unit 24 receives user operations input by the player to the user terminal 10 from the communication unit 15 of the user terminal 10. Based on the user operations received by this user operation receiving unit 24, the game executing unit 21 progresses the game.

[0027] The item granting unit 25 grants items to the player. Specifically, when granting an item to the player, the item granting unit 25 assigns identification information to the item, which indicates the order in which the item was granted. Note that the item to which the identification information is assigned can be set in advance. Also, various items to be granted to the player are stored in the item storage unit 26.

[0028] Here, the identification information may be a serial number (a series of unique and arithmetic integers) such as "#1, #2, #3, ..., No. 1, No. 2, No. 3, ... or 1st, 2nd, 3rd, ...". The uniqueness of this serial number is guaranteed in the game, and the same number will not be issued twice. Alternatively, the identification information may be a number that divides the assigned order at predetermined intervals, such as "TOP10" for numbers 1 to 10, and "TOP50" for numbers 11 to 50.

[0029] Furthermore, the item granting unit 25 assigns unique identification information (for example, a serial number) to each of the multiple types of items.

[0030] For example, as shown in Figure 3(a), if weapon A is obtained by defeating a mid-boss in a dungeon in a game, "#1", "#2", ..., "#N" will be assigned to that weapon A in the order in which it was defeated. Also, if character X is obtained through gacha, "#1", "#2", ..., "#N" will be assigned to that character X in the order in which it was obtained. Furthermore, if equipment a can be obtained by participating in an in-game event, "#1", "#2", ..., "#N" will be assigned to that equipment a in the order in which it was participated.

[0031] Furthermore, the item granting unit 25 can also assign identification information (for example, a serial number) to the item within a predetermined period of time.

[0032] For example, as shown in Figure 3(b), the item granting unit 25 may assign identification information (e.g., a serial number) to an item when granting the item within a certain number of days or by a certain date from the time a new item or a new method of obtaining the item is introduced.

[0033] The item providing unit 25 can also assign identification information (for example, serial numbers) to items until they reach a predetermined order.

[0034] For example, as shown in Fig. 3(c), the item granting unit 25 may assign identification information (e.g., serial numbers) to the first x items when a new item appears or when a new method for obtaining an item appears. For example, if identification information is assigned to the first 50 items, "#1" to "#50" are assigned in order from the first, and thereafter, items are granted to players without being assigned identification information.

[0035] Furthermore, in the game server 20 of this embodiment, the display control unit 23 can display identification information in association with items owned by each player. Specifically, the display control unit 23 displays identification information in association with items owned by each player in a game displayed on multiple user terminals 10. That is, in a game displayed on one's own game terminal, items owned by other players are displayed, and identification information in association with the items is displayed.

[0036] Here, possible modes for displaying identification information in association with an item include (1) displaying the identification information alongside the item (see FIG. 4(a)), (2) displaying an assigned identifier (e.g., a circle or a star) indicating that the identification information has been assigned to the item, and displaying the identification information by tapping or otherwise selecting the assigned identifier (see FIG. 4(b)), or (3) displaying the identification information by tapping or otherwise selecting the item (see FIG. 4(c)). Note that in (1), displaying the identification information alongside the item can include displaying it around the item or superimposing it on the item.

[0037] Finally, a concrete example will be briefly explained. (Example 1) In the case of clearing the dungeon and obtaining Weapon A The first player to obtain Weapon A is given the number "#1." When this player's character equips Weapon A, and that Weapon A is viewed by other players, "#1" is displayed along with Weapon A. This allows the player to show off to other players the fact that they are the first in the world to conquer that dungeon (proof of being the first in the world to conquer it, and an element of superiority and bragging rights).

[0038] (Example 2) In the case where you obtain character X through gacha The first player to obtain character X will be given the number "#1." When this player uses character X, and character X is viewed by other players, "#1" will be displayed along with character X. This allows the player to show off to others the fact that they were the first in the world to get character X through gacha (similar to a fan club membership number).

[0039] <2. Effects of this embodiment> According to the game system 100 of this embodiment configured as described above, since identification information indicating the order in which the items were granted is assigned to each item, players will try to acquire items in the order in which they were granted as early as possible, which increases their motivation to participate in the game. Furthermore, since the order in which items were granted as early as possible functions like a "title," it is possible to stimulate competition between players.

[0040] Furthermore, by assigning serial numbers as identification information, the item granting unit 25 makes it easy to see at a glance the order in which players obtained items, and players will try to obtain items in order of decreasing precedence, thereby increasing their motivation to participate in the game.

[0041] Furthermore, the item granting unit 25 assigns unique identification information to each of the plurality of items, so that even if a player is late in obtaining one item, he or she will try to obtain another item earlier in the order of obtaining the other item, thereby increasing the player's motivation to participate in the game.

[0042] Furthermore, by displaying identification information associated with items owned by each player in a game displayed on multiple user terminals 10, an unspecified number of players in the game can see each player's items and their identification information (acquisition order). As a result, each player can show off how quickly they obtained an item. Furthermore, each player will want to obtain an item as quickly as possible and show off that fact to an unspecified number of players, which will increase their motivation to participate in the game and stimulate competition among players.

[0043] In addition, the item granting unit 25 assigns identification information to items within a predetermined period of time, or continues to assign identification information to items until a predetermined order is reached. Because the period is limited and the number of items to which identification information can be assigned is limited, a good start is important in obtaining items, and players will try to obtain items as early in the order as possible, which increases their motivation to participate in the game.

[0044] <3. Other embodiments> For example, the identification information may be a serial number or a finite set of characters other than numbers, such as the 26-character Roman alphabet like ABC, or the 46-character hiragana or katakana alphabet, as long as the assigned order is clear, or historical characters such as the Iroha song may be used to match the worldview of the game. Furthermore, the identification information may be of a nature that does not directly indicate the order, for example, it may be of a nature that changes the appearance of the game media.

[0045] Although the item granting unit in the above embodiment assigns identification information indicating the order in which the items were granted to the items, it may also assign identification information indicating the game achievements that triggered the granting of the items to the items. Here, examples of the game achievements that triggered the granting of the items include clear information such as the stage clear score and clear time, information on defeating a predetermined strong enemy such as a boss, information on defeating a strong enemy such as the number of defeats, damage dealt and defeat time, and information on defeating a mission such as the mission completion rate and clear accuracy. Furthermore, the item granting unit may assign both the order and the game achievements as identification information.

[0046] In addition, the item granting unit may guarantee the uniqueness of the identification information worldwide and prevent the same identification information from being issued twice, or may guarantee the uniqueness of the identification information for each region of the world (for each region where distribution servers are located, such as an Asian server, a European server, an American server, or for each region or country where a game user is located, etc.) and prevent the same identification information from being issued twice, or may guarantee the uniqueness of the identification information for each virtual region within the game (for each country within the game, such as a magical country, a dinosaur country, an animal country, a plant country, etc.) and prevent the same identification information from being issued twice, or may guarantee the uniqueness of the identification information for each attribute or status of the user of the game (for example, whether the user is a male or female user, or whether the user's acquired level or experience points are above or below a certain level), and prevent the same identification information from being issued twice.

[0047] Furthermore, the "order" assigned by the item granting unit does not necessarily have to be on an individual basis, but may be the order in which items were granted on a team basis. For example, a certain stage may be played as a team, and the same game content may be granted to all players on that team who clear the stage.

[0048] Alternatively, the item granting unit may grant game content to which identification information is assigned for each character owned by the player.

[0049] Furthermore, when displaying identification information in association with items owned by each player, the display control unit can display players from all over the world without distinguishing between them, or can display identification information in association with items between players who are friends.

[0050] In addition, various modifications and combinations of the embodiments may be made as long as they do not go against the spirit of the present invention. [Explanation of symbols]

[0051] 100... Game System 10 User terminal 20 ···Game Server 21 Game Execution Unit 22 Play information storage section 23 Display control unit 24 User operation reception section 25 Item Granting Section 26 Item Storage 30 Communication lines

Claims

1. A game program for providing a game operated by each of a plurality of players to a plurality of user terminals, a function as a game execution unit that executes the game; the server is provided with a function as an item granting unit that grants an item to the player; A game program in which, when granting the item to the player, the item granting unit assigns identification information to the item that indicates the order in which the item was granted or the achievements in the game that triggered the granting of the item.

2. The game program according to claim 1 , wherein the item granting unit assigns a serial number as the identification information.

3. The game program according to claim 1 , wherein the item granting unit assigns the unique identification information to each of the plurality of types of items.

4. the server is provided with a function as a display control unit that performs processing to display the game executed by the game execution unit on the plurality of user terminals, The game program according to claim 1 , wherein the display control unit displays the identification information in association with the item possessed by each player in the game displayed on the plurality of user terminals.

5. The item granting unit assigning said identification information to said item within a predetermined period of time; or The game program according to claim 1 , wherein the identification information is assigned to the items until a predetermined order is reached.

6. A game server that provides a plurality of user terminals with a game operated by each of a plurality of players, a game execution unit that executes the game; an item granting unit that grants an item to the player, The game server, wherein the item granting unit, when granting the item to the player, assigns identification information to the item indicating the order in which the item was granted or the achievements in the game that triggered the granting of the item.

Citation Information

Patent Citations

  • Game system

    JP2017148592A