Program and game device

The program and game device enhance player engagement by presenting game elements and player avatar information together, addressing the lack of sense of accomplishment in existing technologies.

JP2025131523APending Publication Date: 2025-09-09BANDAI CO LTD
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Patent Information

Application Number
JP2025019805
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-10
Publication Date
2025-09-09

AI Technical Summary

Technical Problem

Existing technologies do not effectively utilize acquired game content to enhance the sense of accomplishment for players.

Method used

A program and game device that present first and second types of game elements, including character and player avatar information, in the same form to create a cohesive gaming experience.

Benefits of technology

Provides a highly entertaining gaming experience by effectively utilizing acquired content, enhancing player engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025131523000001_ABST
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Patent Text Reader

Abstract

To provide a game having high interest.SOLUTION: A program causes a computer to function as presenting means for presenting a game element of a first type associated with character information and a game element of a second type associated with information including a player's avatar information which is an image including parts set by a player and the player's profile information. The profile information can be changed for a fee in certain cases. The presenting means presents the game element of the first type and the game element of the second type in the same manner.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] There is a technology for effectively utilizing content acquired in a game (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-62197 Summary of the Invention [Problem to be solved by the invention]

[0004] The above-mentioned Patent Document 1 describes a technology for effectively utilizing duplicated content by exchanging it for points and using them to acquire other content. However, effectively utilizing the acquired content by displaying it in various game scenes is important for the sense of accomplishment in playing the game. SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a game device that allow players to feel a sense of accomplishment. [Means for solving the problem]

[0005] One aspect of the present invention is a program that causes a computer to function as a presentation means that presents a first type of game element associated with character information and a second type of game element associated with information including player avatar information and player profile information, and the presentation means presents the first type of game element and the second type of game element in the same form.

[0006] One aspect of the present invention is a game device that includes a presentation means for presenting a first type of game element associated with character information and a second type of game element associated with information including player avatar information and player profile information, wherein the presentation means presents the first type of game element and the second type of game element in the same form. [Effects of the Invention]

[0007] According to the present invention, a highly entertaining game can be provided. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in FIG. [Figure 3] FIG. 3 is a diagram for explaining an example of the front side of the reader card 21. As shown in FIG. [Figure 4] FIG. 4 is a diagram for explaining an example of the back side of the reader card 21. As shown in FIG. [Figure 5] FIG. 5 is a diagram for explaining an example of the front side of the battle card 22. [Figure 6] FIG. 6 is a diagram for explaining an example of the back side of the battle card 22. [Figure 7] FIG. 7 is a diagram for explaining an example of the front side of the extra card 23. [Figure 8] FIG. 8 is a diagram illustrating an example of a profile card. [Figure 9] FIG. 9 is a block diagram showing an example of the functional configuration of the player terminal 1. [Figure 10] FIG. 10 is a diagram showing an example of the player information database D1. [Figure 11] FIG. 11 is a diagram showing an example of the game element database D2. [Figure 12] FIG. 12 is a diagram showing an example of the title database D3. [Figure 13] FIG. 13 is a diagram showing an example of the remuneration database D4. [Figure 14] FIG. 14 is a diagram showing an example of the player image parts list D5. [Figure 15] FIG. 15 is a diagram showing an example of the profile card information D6. [Figure 16] FIG. 16 is a diagram showing an example of a battle game screen. [Figure 17] FIG. 17 is a diagram showing an example of the home screen. [Figure 18] FIG. 18 is a diagram showing an example of the profile screen. [Figure 19] FIG. 19 is a diagram showing an example of the profile screen. [Figure 20] FIG. 20 is a diagram showing an example of the mission screen. [Figure 21] FIG. 21 is a diagram showing an example of a part of the store screen. [Figure 22] FIG. 22 is a diagram showing an example of the player name change screen. [Figure 23] FIG. 23 is a block diagram showing an example of the functional configuration of the game server 2. As shown in FIG. [Figure 24] FIG. 24 is a diagram showing an example of the player information management database D7. [Figure 25] FIG. 25 is a diagram showing an example of the profile card information management database D8. [Figure 26] FIG. 26 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In FIG. [Figure 27] FIG. 27 is a diagram for explaining the reward granting operation. [Figure 28] FIG. 28 is a diagram for explaining the operation of changing the player name. [Figure 29] FIG. 29 is a diagram showing an example in which a profile image is superimposed on a competitive game. [Figure 30] FIG. 30 is a diagram showing another example in which a profile image is superimposed on a competitive game. DETAILED DESCRIPTION OF THE INVENTION

[0009] An embodiment of the present invention will be described. <Overall structure> Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured to include a player terminal 1 provided for each of game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0010] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0011] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.

[0012] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.

[0013] Fig. 2 is a diagram showing an example of the device configuration of a laptop computer, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, a speaker, etc., which are not shown.

[0014] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. The game in this embodiment features a number of different game elements, each of which will be explained below.

[0015] <First type of game element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes a still image and a video. The object may be an intangible or tangible object. For example, it may be a virtual game card displayed on a computer, or a physical game card. Note that the object is not limited to a card, as long as it is configured to identify the game element associated with the object. The object may also be, for example, a shaped object such as a figurine having the appearance of a game element. In the following explanation, the first type of game element will be explained using an example in which a virtual game card in which a character is embodied.

[0016] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information written on the surface of the game card differs depending on the type of game card. There may be any number of types of game cards, but the following explanation will use three types of game cards as examples: leader cards 21 (first type of first game element), battle cards 22 (first type of second game element), and extra cards 23 (first type of third game element). What all types of game cards have in common is that they are associated with character images from the work. A character image is an image of a character that appears in the work, but in this embodiment, an image of a scene including a character that appears in the work will also be described as a character image. Furthermore, there may be multiple game cards with different character designs even for the same character, and each is treated as a different game card.

[0017] A player builds a deck in advance using the acquired game cards and places the game cards in the play area to play the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck containing a total of 50 cards, including one leader card 21, will be described as an example, but the number of cards can be any number as long as it is predetermined.

[0018] Furthermore, game cards have an upright position, which is the state in which the contents written on the game card can be read as is from the player's perspective. There are multiple game card placement states. In the following explanation, the state in which the game card is upright is called the active state, and the state in which the game card is rotated 90 degrees and placed sideways is called the rest state. Furthermore, the state in which the game card is rotated 180 degrees and placed in the reverse position in a predetermined area (energy area) within the play area is called the active state. Note that a predetermined orientation may be determined in advance as the active state, and the state in which the orientation of the game card is changed from the predetermined orientation may be determined as the rest state.

[0019] <Leader Card 21> The leader card 21 (first type of first game element) will be described. FIGS. 3 and 4 are diagrams showing an example of the leader card 21. FIG. 3 is a diagram for explaining an example of the front side of the leader card 21. FIG. 4 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is constituted by one card in a deck. The leader card 21 is a game card that is used in a battle against the opponent's leader card 21 or battle card 22.

[0020] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed so that the front side is visible at the start of the game, but is placed so that the back side is visible when certain conditions are met. The reader card 21 includes character information 10 and card information 11, The character information 10 includes a character name 101 , a character image 102 , power information 103 , and effect information 104 .

[0021] The character name 101 is the name of the character associated with the card. In the example shown in Figures 3 and 4, "Sakurakoji" is written. The character image 102 is an image of the character associated with the card.

[0022] The ability information 103 is a parameter of the ability of the character associated with the game card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 3, a power value of "15000" is written, and in the example of FIG. 4, a power value of "20000" is written.

[0023] The effect information 104 includes skill information about the effect that is activated when attacking, and awakening information about the conditions and effects for flipping a card from face up to face down. In the example of Figure 3, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over." Although the ability information 103 and effect information 104 may be included in the character information 10, the following description will be given using an example in which the ability information 103 and effect information 104 are not included in the character information.

[0024] The card information 11 includes front and back information 111, card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information .

[0025] The front / back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that identifies the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 3, the character string "front" is used as the front / back information to indicate that it is the front side, and in the example shown in FIG. 4, the character string "back" is used as the front / back information to indicate that it is the back side. Note that the front / back information only needs to be on the back side. This is because the appearance of the card itself is also important for game cards in card games, and it is preferred that no unnecessary information is written on the front side.

[0026] The card type name 112 is information indicating the type of card. The card type name 112 indicates information on either a leader card, a battled card, or an extra card, but in the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 indicates "Leader."

[0027] The card type symbol 113 is marked with any one of symbols that distinguish between the leader card 21, the battle card 22, and the extra card 23. A leader symbol indicating that it is a leader card is marked on the leader card 21. This leader symbol (first symbol) is preferably a symbol that can evoke the role of the leader card 21 so that it can be visually understood to be the leader card.

[0028] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the case where the rarity is divided into five levels will be described. The example shown in Figures 3 and 4 illustrates a case where the rarity level is 1.

[0029] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the examples of Figures 3 and 4, "001" is written as the card identification information 116. The leader card 21 differs from other game cards in that it has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 written on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This allows one card to represent the evolution or awakening of one character, and also makes it possible to identify the card as a leader card from the display on the front and back.

[0030] <Battle Card 22> The battle cards 22 (first type of second game element) will now be described. FIG. 5 is a diagram illustrating an example of the front side of a battle card 22. FIG. 6 is a diagram illustrating an example of the back side of a battle card 22. As shown in FIG. 5, the battle cards 22 have an image of the associated character printed only on the front side. The back sides of all battle cards 22 are the same. The battle cards 22 are cards that attack the leader card 21 or battle card 22 of the opposing player. The battle cards 22 are cards that can be placed in the battle area of ​​the play area.

[0031] The battle card 22 includes character information 10 and card information 11. The character information 10 includes, like the leader card 21, a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are also included.

[0032] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in Fig. 5, "Umekoji" is written. The character image 102, like the leader card 21, is an image of a character associated with the card.

[0033] The ability information 103 is a parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of Fig. 5, a power value of "20000" is written. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 5, the skill information states "When you are attacked by this card and lose, one life point is reduced."

[0034] The combo information 105 is information about the power value that is exerted when the card is placed in the combo area of ​​the play area. In the example shown in Figure 5, "+5000" is written as the combo information 105. The cost information 106 is information about the cost required to place the battle card 22 from the hand onto the battle area of ​​the play area. In other words, by changing the number of game cards 2 placed in the energy area of ​​the play area from active to rest, equal to the number of game cards 2 listed in the cost information 106, the battle card 22 can be placed onto the battle area of ​​the play area. In the example of FIG. 5, "3" is listed as the cost information 106. In the following explanation, changing the game cards 2 placed in the energy area of ​​the play area from active to rest will be referred to as "paying the cost."

[0035] The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity level 115, and card identification information 116. The card type name 112 is information indicating the type of card. In the example of the battle card 22 shown in Figure 5, the card type name 112 is written as "Battle."

[0036] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol is preferably a symbol that can evoke the role of the battle card 22 so that it can be visually understood that it is a battle card. The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.

[0037] The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG. The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 5, "002" is written as the card identification information 116.

[0038] <Extra Card> The extra card 23 (third game element of the first type) will now be described. Fig. 7 is a diagram illustrating an example of the front side of the extra card 23. As shown in Fig. 7, the front side of the extra card 23 shows an image of the associated character.

[0039] The back side of the extra card 23 is the same as that of the battle card 22. Therefore, the back side of the extra card 23 is the same as that of the battle card 22 shown in FIG. The extra card 23 includes character information 10 and card information 11.

[0040] The character information 10 includes a character name 101, a character image 102, effect information 104, and cost information 106. The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of Figure 7, "Mizumengiri" is written.

[0041] The character image 102 is an image of the character associated with the card, and is an image that depicts the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 7, the skill information describes "power value is doubled for one turn."

[0042] The cost information 106 is information about the cost required to place the extra card 23 from the hand onto the battle area of ​​the play area. In the example of Figure 7, "3" is written as the cost information 106. The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity level 115, and card identification information .

[0043] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "Extra." The card type symbol 113 is marked with an extra symbol (third symbol) that indicates that it is an extra card 23. This extra symbol is preferably a symbol that can evoke the role of the extra card 23 so that it can be visually understood that it is an extra card.

[0044] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG.

[0045] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 7, "003" is written as the card identification information 116.

[0046] <Second type of game element> The second type of game element will now be explained. In this embodiment, the second type of game elements are game elements used for transactions within the game and are called in-game currency. The second type of game elements include paid second type game elements (second type first game elements) that players can acquire by paying a price, and free second type game elements (second type second game elements) that are provided by the game operator. The paid second type of game elements (second type first game elements) and free second type of game elements (second type second game elements) are mainly used to exchange (purchase) the above-mentioned first type of game elements (game cards) and the like. In the following description, paid second type of game elements (second type first game elements) will be referred to as paid currency, and free second type of game elements (second type second game elements) will be referred to as free currency.

[0047] <Third type of game element> The third type of game element is explained. In this embodiment, the third type of game element is an item that is awarded upon clearing a predetermined mission and cannot be exchanged for paid currency or free currency. The third type of game element is represented through an image. The image includes a still image and a video. The item may be either an intangible or tangible item. For example, it may be a virtual badge displayed on a computer or a tangible badge. Note that the item is not limited to a badge as long as it is configured to identify the third type of game element associated with the item. The item may be, for example, a shaped object such as a figure or sticker that has the appearance of the third type of game element. In the following explanation, the third type of game element will be explained using an example in which the third type of game element is a virtual badge that is embodied by a badge. A specific explanation of the badge will be given later.

[0048] <Fourth type of game element> The fourth type of game element is explained. In this embodiment, the fourth type of game elements are objects embodied by the player's avatar (character) and are represented through images. The fourth type of game elements preferably have the same display mode (appearance) as the first type of game elements. Images of the fourth type of game elements include still images and moving images. The objects may be intangible or tangible. For example, they may be virtual cards displayed on a computer or physical cards. Note that the objects are not limited to cards as long as they have the same appearance as the first type of game elements. The objects may also be shaped objects such as figures that have the appearance of the fourth type of game elements. In the following description, the fourth type of game elements will be referred to as profile cards, taking as an example a case where the fourth type of game elements are virtual cards embodied by a player. One profile card is assigned to each player at the start of the game, and the profile card is displayed as the player's avatar during a competitive game, etc.

[0049] 8 is a diagram illustrating an example of a profile card 80. The profile card 80 includes a player's avatar and profile information of the player. A player image (including still images and moving images) 82 is an avatar, and the player's player name 81, level information 83, rank information 84, title information 85, badge information 86, and frame information 87 are profile information.

[0050] The player name 81 is, for example, a nickname of the player, and can be set arbitrarily by the player. The player image 82 includes a player character image 82-1 and a background image 82-2. The player character image 82-1 is an image of a character set by the player and is also the player's avatar. When a profile card is issued, a default character is assigned to all players, and the player character image 82-1 can be set by replacing or adding parts obtained as a reward for playing the game or by paying a fee. The background image 82-2 is an image of the character's background, and like character parts, a default background image is assigned when a profile card is issued, and multiple background images can be obtained as a reward for playing the game or by paying a fee. The background image 82-2 can be set by the player.

[0051] The level information 83 displays the player's level that is obtained by accumulating experience points from the start of the game. The rank information 84 is information about rankings when a game is played in a ranked match mode among multiple game modes. In this embodiment, a ranked match refers to a game in which players compete for rankings with other players during a period set by the game organizer (game official). The rank information may be a ranking position or a mark set for each predetermined ranking. The following explanation will be given using an example of a mark.

[0052] The title information 85 is a title (at least one of a name or an image of the title) that is granted when the title granting conditions are met, and is displayed when the player selects one title that he or she wants to display from the titles granted by the title / reward granting control unit 64, which will be described later. The badge information 86 displays an image of a badge, which is one of the rewards given when a predetermined mission is accomplished. When the player selects a badge to be displayed (superimposed) on the profile card from among the badges given by the title / reward giving control unit 64 (described later), the badge information 86 displays the badge image associated with the selected badge, and the appearance of the profile card changes. The badge information 86 is not displayed if no badge is given or if the player does not select one. The badge information 86 can display multiple badges. The frame information 87 is the frame of the profile card, and can be set using frames obtained by paying a reward or a price for playing the game.

[0053] [Device 1 Configuration] Next, the configuration of each device will be described.

[0054] FIG. 9 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. The terminal 1 includes a display unit 51 , a game element reading unit 52 , an operation input unit 53 , a sound output unit 54 , a communication unit 55 , a storage unit 56 , and a processing unit 57 . The display unit 51 displays various game screens based on input image signals. The functions of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer shown in FIG. 2, the display unit 51 corresponds to the display 11.

[0055] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card held by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information etc. of the game card.

[0056] The operation input unit 53 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by elements that are directly operated by the player's fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In the example of the personal computer shown in FIG. 2, the operation input unit 53 corresponds to the keyboard 12.

[0057] The sound output unit 54 outputs sound effects and the like related to the game based on the input sound signal. The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.

[0058] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the terminal 2 and realizing various functions of the terminal 2, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, a solid state drive using IC memory such as flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, or the like.

[0059] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to perform functions described below. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration. The storage unit 56 also stores databases necessary for running the game. In this embodiment, the storage unit 56 stores a player information database D1, a game element database D2, a title list D3, and a reward database D4.

[0060] The player information database D1 is a database that stores various pieces of player information. Fig. 10 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for player information, a field for a level, a field for a rank, a field for profile card information, a field for owned game card information, a field for deck information, a field for owned currency information, a field for purchase history information, and a field for the last update date and time, and each piece of information is stored in association with each other.

[0061] The player ID field is a field in which identification information for identifying a player is entered. The player name field is a field in which, for example, a nickname is entered. The player information field is a field in which experience points and the like obtained by participating in a competitive game are entered. The level field is a field in which a player's level obtained by accumulating experience points is entered. The rank field is a field in which a player's level obtained by accumulating experience points is entered. The profile card information field is a field in which player image information, background image information, rank information, badge information, and title information set by the player to be displayed on the profile card are entered. The owned game card information field is a field in which game card identification information (game card IDs) of game cards owned by the player are entered. The deck information field is information about decks constructed from game cards by the player, and is a field in which the game card IDs of the game cards that constitute the deck for each deck are entered. The owned currency information field is a field in which the number of in-game currencies owned by the player is entered, and the number of paid currencies and free currencies is entered. The purchase history information field is a field in which the purchase history of the game cards, currency, etc. purchased by the player is recorded. The last update date and time field is a field in which the last update date and time of the player information database D1 is recorded.

[0062] The game element database D2 is a database in which information about game cards is stored. FIG. 11 is a diagram showing an example of the game element database D2. The game element database D2 includes a field for a game card ID, a field for character information, and a field for a game card image, and each piece of information is stored in association with one another. The game card ID field is a field in which identification information (game card ID) that identifies a game card is written. The character information field is a field in which character information (e.g., profile information, ability values, etc.) of the character embodied in the game card is written. The game card image field is a field in which image data of the game card and image data of the character embodied in the game card are written. Note that image data includes still images and videos.

[0063] These databases can be downloaded from the game server 2 as characters used in the game are added or changed. The title database D3 is a database that stores information about titles that are granted to players when the conditions for granting a title are met. Fig. 12 is a diagram showing an example of the title database D3. The title database D3 includes a field for a title ID, a field for a name, a field for granting conditions, and a field for granting information.

[0064] The title ID field is a field in which identification information that uniquely identifies the title information is entered. The name field is a field in which the name of the title is entered. The title granting conditions field is a field in which the conditions for granting the title are entered. The granting information field is a field in which whether the title has been granted or not is entered.

[0065] Here, the title-granting conditions for granting a title to a player will be described. The title-granting conditions are preferably ones that can be fulfilled simply by playing the game. The title name is preferably one that allows the player to visualize fulfilling the title-granting conditions, and it is also preferable that the title name includes information that allows the opponent to roughly understand the player, such as the player's game execution status, such as the player's game progress, login status, and play style. The example in FIG. 12 illustrates a case in which the titles "Beginner" and "Enjoying" are granted when the game registration conditions are fulfilled, i.e., at the start of the game. In this way, the title information includes information that indicates the player's game execution status, such as "Beginner," which indicates that the game has just started, or "Enjoying," which indicates the player's game style, and the player can select one of the desired titles.

[0066] Furthermore, if the game is based on an original work, for example, the titles should be names that appear in the original work and that evoke the world view of the original work, allowing fans of the original work to come into contact with the world view of the original work, thereby increasing the interest of the game.

[0067] The reward database D4 is a database that stores at least one mission having multiple reward granting conditions. FIG. 13 is a diagram showing an example of the reward database D4. The reward database D4 includes a field for reward granting conditions, a field for rewards, and a field for granting information, and each piece of information is stored in association with each other. The field for reward granting conditions is a field in which the conditions under which the reward described in the reward field is granted are described. The reward is a field in which the reward that is granted when the reward granting conditions are met is described. The granting information is a field in which whether or not the reward has been granted is described.

[0068] Here, the missions will be explained. At least one mission is provided, and each mission contains reward conditions of different difficulty levels. The mission content is preferably one that allows players to learn the rules of the battle game and the characteristics of the game cards during the battle game. Mission 1 shown in Figure 13 is an example of a mission in which a combo is performed using a battle card 22 while the battle game is being played. Reward conditions of different difficulty levels are set, and are set in order from the easiest to the hardest. In the case of Mission 1, the conditions are set so that the number of times a combo is achieved increases. In other words, the conditions are set so that the stricter the conditions become as the game progresses.

[0069] In this embodiment, the reward for a mission is free currency or a badge. The reward for a mission is set so that the first reward awarded in a mission is free currency and the last reward awarded is a badge, with the number of times free currency is awarded being greater than the number of times badges are awarded. Furthermore, the rewards are set so that the degree to which the player feels benefit increases along with the difficulty of the reward-awarding conditions. As shown in FIG. 13 , the free currency reward is set so that it can be awarded consecutively each time the reward-awarding conditions are met in the same mission. The other type of reward, badges, are set so that it is not possible to award consecutively each time the reward-awarding conditions are met. Furthermore, as shown in FIG. 13 , multiple badges can be awarded in the same mission. The badges are ranked, and the rank of the badges awarded increases according to the difficulty of the reward-awarding conditions, i.e., according to the progress of the game. In the example shown in FIG. 13 , the badge rank is represented by the number of star marks. In this embodiment, badges are described using a format in which badges of different ranks are awarded each time the reward awarding conditions are met, but it is also possible for the rank of the awarded badge to increase each time the reward awarding conditions are met.

[0070] The player image parts list D5 is a database that stores information about each part that makes up a player image. Fig. 14 is a diagram showing an example of the player image parts list D5. The player image parts list D5 stores part IDs and part images associated with each other for each part, such as hair (type and color), face (shape and color), eyes (shape and color), and background image.

[0071] The profile card information D6 is a database in which profile card information is stored. FIG. 15 is a diagram showing an example of the profile card information D6. The profile card information D6 shown in FIG. 15 includes a field for a player image, a field for a background image, a field for rank information, a field for badge information, and a field for title information, and each piece of information is stored in association with each other. The field for player image information is a field in which data of a player image set by a player is written. The field for background image information is a field in which data of a background image set by a player is written. The field for badge information is a field in which data of a badge image set by a player is written. The field for title information is a field in which data of a title set by a player is written. These databases can be downloaded by the game server 2 as characters used in the game are added or changed.

[0072] The processing unit 57 comprehensively controls the operation of the terminal 1 based on programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 27 includes, as main functional units, a player information management unit 60, a game execution control unit 61, a game screen presentation control unit 62, a profile screen presentation control unit 63, a title / reward granting control unit 64, a mission screen presentation control unit 65, a store screen presentation control unit 66, a player name change screen presentation unit 67, a player name registration unit 68, and a profile card image presentation control unit 69.

[0073] The player information management unit 60 manages player information using the player information database D1. When there is an update to player information such as a player ID, a player name, etc., or information on game elements such as owned game cards, in-game currency, and a deck constructed by a player, the player information management unit 60 updates the player information database D1 and records the update date.

[0074] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays a battle game screen (such as a game screen for a battle game) and a non-battle game screen (such as a menu screen, home screen, deck screen, and store screen), and executes processing selected by a player. FIG. 16 is a diagram showing an example of a home screen 170. The home screen 170 in FIG. 16 includes a profile card button 171 for transitioning to a profile screen 180, and a mission button 172 for transitioning to a mission screen 186.

[0075] The game execution control unit 61 executes a competitive game between players using leader cards, battle cards, and extra cards, and when the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 and the rank, etc. in the profile information D6 based on the results of the match and the experience points, level, rank, etc. that have changed as a result of the match.

[0076] The game screen presentation control unit 62 presents a screen of a competitive game between players executed by the game execution control unit 61. Fig. 17 shows an example of a screen of a competitive game.

[0077] In the example shown in FIG. 17, the top of the screen for the competitive game is shown as the opponent's side. A plurality of areas (regions) are allocated to the screen of a battle game. These areas indicate the areas where game cards are displayed. In FIG. 17, there is an example in which there is a leader area, a battle area, an energy area, and a drop area.

[0078] When the profile guard button 171 is pressed on the home screen 170, the profile screen presentation control unit 63 displays the profile screen 180. The profile screen presentation control unit 63 uses the profile screen 180 to execute a process selected by the player.

[0079] When displaying the profile screen 180, the profile screen presentation control unit 63 presents the profile screen 180 based on a player card image generated by a profile card presentation control unit 69 (described later) and information in the player information database D1. Figures 18 and 19 are diagrams showing an example of the profile screen 180. The profile screen 180 includes a profile card display field 181 in which the profile card shown in Figure 8 is displayed, a player name display field 182 in which information entered in the player name field in the player information database D1 is displayed, a player name change button 183 that is pressed when changing the player name, a player image edit button 184 that is pressed when setting a player image on the profile card, and a frame frame edit button 185 that is pressed when setting a frame frame.

[0080] The title / reward granting control unit 64 checks whether the title granting conditions are met during game execution, and if the title granting conditions are met, updates the title database D3. The title / reward granting control unit 64 also checks whether the reward granting conditions are met during game execution, and if the reward granting conditions are met, grants a reward and updates the reward database D4.

[0081] When the mission button 172 is pressed on the home screen 170, the mission screen presentation control unit 65 displays a mission screen 190 shown in Fig. 20 based on the reward database D4. The mission screen 190 includes a mission information display field 191. As shown in Fig. 20, the mission information display field 191 displays the reward granting conditions, the reward content, and granting information.

[0082] The store screen presentation control unit 66 presents a store screen 200, which is a screen on which items usable in the game can be acquired. When the player name change button 183 is pressed on the profile screen 180, the screen transitions to the store screen 200. The store screen presentation control unit 66 also controls payment of the price using in-game currency. 21 is a diagram showing an example of a store screen 200. The store screen 200 includes a change button 201 for transitioning to a player name change screen, an owned game currency display field 202 for displaying the value of game currency owned by the player, and an in-game currency provision screen transition button 203 for transitioning to a screen where the player can obtain in-game currency.

[0083] When the change button 201 is pressed on the store screen 200, the player name change screen presenting unit 67 presents a player name change screen 210. FIG. 22 is a diagram showing an example of the player name change screen 210. The player name change screen 210 includes an input field 211 for inputting a new player name, a cancel button 212 for transitioning to the store screen 200, and a confirm button 213 for confirming the change of player name. The player name change screen presenting unit 67 of the present embodiment will be described using an example in which the player name is changed by inputting a new player name in the input field 211, but it is also possible to display the current player name so that a new player name can be input into the input field 211 while checking the current player name.

[0084] When the enter button 213 on the player name change screen 210 is pressed, the player name registration unit 68 compares the player name in the player information database D1 with the new player name entered in the input field 211, and if they are the same, notifies the store screen presentation control unit 66 to present the store screen 200 without changing the player name in the player information database D1. As shown in Fig. 22, in this embodiment, the player name is set to be 3 to 20 characters, but the length may be set as appropriate. If the comparison results in a difference, the player name registration unit 68 checks whether the number of times the player name has been changed exceeds a predetermined number, and if not, changes the player name in the player information database D1. If the number of times the player name has been changed exceeds the predetermined number, the player name registration unit 68 executes payment of the price by having the player consume a predetermined in-game currency from the in-game currency held by the player, and notifies the player information management unit 60 to change the player name in the player information database D1. After notifying the player name change, the player name registration unit 68 notifies the store screen presentation control unit 66 to present the store screen 200.

[0085] The profile card presentation control unit 69 uses the profile card information D6 to generate and present the profile card image shown in FIG. 8. When the player image edit button 184 on the profile screen 180 is pressed, parts of the player image can be set. When the frame border edit button 185 is pressed, the frame border and badge can be set. The profile card presentation control unit 69 generates a profile card image based on the player's settings. The profile card 181 on the profile screen in FIG. 18 is an example in which a profile card with no badge set is displayed. The profile card 181 on the profile screen in FIG. 19 is an example in which a profile card with a badge set is displayed.

[0086] <Game Server 2 Configuration> 23 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 includes a processing unit 200, a communication unit 201, and a storage unit 202. The processing unit 200 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 202, received information, etc. The functions of the processing unit 200 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 200 has the functions of a player information management unit 280, a game execution control unit 281, a profile card management unit 282, and a reward control unit 283.

[0087] The player information management unit 280 manages player information using a player information management database D7. Fig. 24 is a diagram showing an example of the player information management database D7. The player information management database D7 has one record for each player, and the record is the same as the player information database D1.

[0088] The player information management unit 280 compares the player ID and the last update date and time of the player information database D1 sent when the player terminal 1 logs in to the game with the player ID and the last update date and time of the player management database D1, and if they match, sends a message to that effect, but if they do not match, sends information registered in the player information management database D7, thereby synchronizing the contents of the player information database D1 between the player terminal 1 and the game server 2. Since the player information management unit 280 uniquely identifies a player by a player ID, even if there are multiple players with the same name, they are registered in the player information management database D7.

[0089] The game execution management unit 281 executes and manages matching between players, execution of the competitive game, and granting of various parameters such as experience points based on the results of the competitive game. The profile card management unit 282 uses a profile card management database D8 to manage various game elements such as game cards used in the game. FIG. 25 is a diagram showing an example of the profile card database D8. The profile card database D8 has information similar to that of the game element database D2 stored in each player terminal 1. The profile card management unit 282 compares the last update date and time of the profile card information D6 transmitted when the player terminal 1 logs in to the game with the last update date and time of the profile card management database D8, and if they match, reports this, but if they do not match, synchronizes the contents of the profile card information D6 or profile card management database D8 with the most recent last update date and time.

[0090] The communication unit 201 connects to a communication line N to realize communication. A system program and a game program are stored in the memory unit 202. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 200 to function as a player information management unit 280, a game execution control unit 281, a profile card management unit 282, and a reward control unit 283.

[0091] Furthermore, the storage unit 202 stores a player information management database D7 and a profile card management database D8.

[0092] <Operation of each device> The following describes the operations between the player terminal 1 and the game server 2. Fig. 26 is an example of a sequence diagram illustrating the operations between the player terminal 1 and the game server 2. When a player starts a game application on the player terminal 1 (S1), the game execution control unit 61 transmits the player's player ID, the last update date and time of the player information database D1, and the profile card information D6 to the game server 2 (S2). The player information management unit 280 of the game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in the player information management database D7 (S3). If the last update dates match, the player information management unit 280 transmits a message to that effect. On the other hand, if they do not match, the player information management unit 280 transmits each piece of information stored in the record of the player ID in the player information management database D7 (S4). This synchronizes the player information between the player terminal 1 and the game server 2.

[0093] Similarly, the profile card management unit 282 compares the last update date and time of the profile card information D6 with the last update date and time of the profile card management database D8, and if they do not match, matches the content with the most recent update date and time to match the content of both. This synchronizes the profile card information between the player terminal 1 and the game server 2.

[0094] <Rewarding Action> The operation of granting a reward will now be described. Figure 27 is a flow diagram for explaining the operation of granting a reward. In the following explanation, it is assumed that the player has completed the initial setup of the game and has been assigned a player ID.

[0095] The game execution control unit 61 starts the execution of the competitive game (S101). The title / reward granting control unit 64 checks whether the reward granting conditions are met (S102). If the reward granting conditions are met (S102: Yes), the title / reward granting control unit 64 grants the reward associated with the reward granting conditions (S103). Furthermore, the title / reward granting control unit 64 writes information indicating that the reward has been granted in the granting information in the reward database D4 (S104).

[0096] <Player name change behavior> The operation of granting a reward will now be described. Figure 28 is a flow diagram for explaining the operation of granting a player name change reward. In the following explanation, an example will be used in which the first player name change is free, but a fee will be charged from the second time onwards.

[0097] The profile screen display control unit 62 displays the profile screen 180 (S101). When the player name change button 183 is pressed on the profile screen 180 (S102: Yes), the store screen presentation control unit 66 presents the store screen 200 (S103). When the change button 201 is pressed on the store screen 200 (S104: Yes), the player name change screen presentation unit 67 presents the player name change screen 210 (S105).

[0098] The player name registration unit 68 determines whether the enter button 213 on the player name change screen 210 has been pressed (S106). If the player name registration unit 68 determines that the enter button 213 has been pressed (S106: Yes), it compares the player name in the player information database D1 with the new player name entered in the input field 211 (S107). If the player name registration unit 68 determines from the comparison result that the player name has been changed (S107: Yes), it checks whether the number of times the player name has been changed exceeds two (S108). If the number of times the player name has been changed exceeds two (S108: Yes), the player name registration unit 68 consumes a predetermined amount of in-game currency from the in-game currency held by the player (S109). Furthermore, the player name registration unit 68 notifies the player information management unit 60 to change the player name in the player information database D1 (S110). After changing the player name, the player name registration unit 68 notifies the store screen presentation control unit 66 to present the store screen 200 (S111).

[0099] If the player name registration unit 68 determines in step S106 that the decision button 213 has not been pressed and that the cancel button 212 has been pressed (S112: Yes), it notifies the store screen presentation control unit 66 to present the store screen 200 (S111). When the player name registration unit 68 determines in S107 that the player name has not been changed (S107: No), it notifies the store screen presentation control unit 66 to present the store screen 200 (S111).

[0100] <Profile card display behavior> When the player presses the player image edit button 184 or the frame edit button 185 on the profile screen 180 to set a player image, the profile card presentation control unit 69 generates a profile card image. When the game execution control unit 61 executes a competitive game, the game screen presentation control unit 62 superimposes the profile card image generated by the profile card presentation control unit 69 at a predetermined position on the competitive game screen and presents it on the display unit 51. Fig. 29 shows an example of a profile card image superimposed on the competitive game screen. The profile card image superimposed on the battle game screen may be a simple image. For example, the profile card image may include at least a player image and level information. Figure 30 shows an example of a simple profile card image superimposed on the battle game screen.

[0101] According to the above embodiment, the profile card set by the player using at least one of the parts, badges, and titles acquired as rewards is displayed on the battle game screen, allowing the player to feel a sense of accomplishment in the game by completing these and generating profile cards of various types. Furthermore, when there are players with the same name, the profile card allows players to be identified, which reduces confusion when interacting with other players.

[0102] <Another embodiment 1> In the above embodiment, the title / reward granting control unit 64 is configured in the terminal 1, but it may be configured in the server device 2. Even with such a configuration, the same effects as those of the above embodiment can be obtained.

[0103] <Another embodiment 2> In the above embodiment, in one mission, The first reward will be free currency The final reward is a badge - The number of times free currency is awarded is greater than the number of times badges are awarded. -Free currency can be awarded continuously each time the reward conditions are met. Badges cannot be awarded consecutively. Although the above example has been described using an example in which the order of awarding rewards is fixed, other examples are also possible. For example, the order of awarding rewards may be random rather than set in advance. This increases the expectation of which reward will be awarded, making the game more entertaining.

[0104] <Other embodiment 3> In the above embodiment, the badge selected by the player is displayed on the player image, but the most recently awarded badge may be displayed. In this configuration, if multiple badges are awarded in the same mission, the badge with the highest rank will be displayed, which has the effect of encouraging the player to continue playing the game in order to display the badge with the highest rank.

[0105] It should be noted that the above embodiments do not limit the scope of the invention, and not all of the combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner.

[0106] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0107] [Appendix 1] Computer, a presentation means for presenting a first type of game element associated with character information and a second type of game element associated with information including avatar information of a player and profile information of the player; It functions as the presentation means presents the first type of game element and the second type of game element in the same form; program.

[0108] [Appendix 2] presenting the first type of game element and the second type of game element in the form of card-type images; The program described in Appendix 1.

[0109] [Appendix 3] The avatar information is presented in the form of an image that can be changed as the game progresses. 1. A program according to claim 1 or 2.

[0110] [Appendix 4] The avatar information is presented in the form of an image that can be changed depending on the reward for a predetermined mission. 1. A program according to any one of appendices 1 to 3.

[0111] [Appendix 5] The profile information is information including at least one of the player's name, title, rank, and level. 1. A program according to any one of appendices 1 to 4.

[0112] [Appendix 6] causing the computer to function as a fighting game execution means that executes a fighting game using the first type of game element; the presentation means presents the second type of game element at a predetermined position on the screen of the fighting game. 1. A program according to any one of appendices 1 to 5.

[0113] [Appendix 7] the presentation means presents the second type of game element of the player and the second type of game element of the opponent at predetermined positions on a screen of the competitive game. 10. A program according to any one of appendices 1 to 6.

[0114] [Appendix 8] the presentation means presents the second type of game element of the player on a screen of the non-competitive game; 10. A program according to any one of appendices 1 to 7.

[0115] [Appendix 9] the presentation means presents a simplified image of the second type of game element on the screen of the competitive game, and presents a simplified image of the second type of game element on the screen of the non-competitive game; 10. A program according to any one of appendices 1 to 8.

[0116] [Appendix 10] the detailed image is a detailed image of the player's avatar information and profile information, The simplified image is an image in which part of the avatar information and profile information of the player is omitted. 10. A program according to any one of appendices 1 to 9.

[0117] [Appendix 11] a presentation means for presenting a first type of game element associated with character information and a second type of game element associated with information including avatar information of a player and profile information of the player; and the presentation means presents the first type of game element and the second type of game element in the same form; Game device. [Explanation of symbols]

[0118] 1. Game device 2 Server

Claims

1. Computer, a presentation means for presenting a first type of game element associated with character information, and a second type of game element associated with information including avatar information of the player, which is an image including body parts set by the player, and profile information of the player; The profile information may be changed, in certain cases, for a fee; the presentation means presents the first type of game element and the second type of game element in the same form; program.

2. If the number of changes to the profile information exceeds a predetermined number, the profile information can be changed for a fee. The program according to claim 1.

3. The change in profile information is a change in player name. The program according to claim 2.

4. the presentation means presents the first type of game element and the second type of game element on a battle screen of the game; The program according to claim 1 or 2.

5. the presentation means presents the first type of game element and the second type of game element in the form of card-type images; The program according to claim 4.

6. the presentation means presents the second type of game element of the player and the second type of game element of the opposing player at opposing positions on a battle screen of the game; The program according to claim 5.

7. a presentation means for presenting a first type of game element associated with character information, and a second type of game element associated with information including avatar information of a player, which is an image including a body part set by the player, and profile information of the player; The profile information may be changed, in certain cases, for a fee; the presentation means presents the first type of game element and the second type of game element in the same form; Game device.

Citation Information

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