Game system and program

The game system improves competitive gameplay by parameter-based selection and control of game objects, enhancing strategic depth and entertainment value.

JP2025142746APending Publication Date: 2025-10-01BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024042271
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-18
Publication Date
2025-10-01

AI Technical Summary

Technical Problem

Existing games lack mechanisms for selecting decks based on parameters, leading to limited entertainment value in competitive games using cards.

Method used

A game system that selects placement objects from storage objects based on predefined parameters, controlling game progression, and includes features like lottery-based selection, variable control of game content, and parameter-based interactions to enhance gameplay dynamics.

Benefits of technology

Enhances the entertainment value of competitive games by introducing strategic depth and variability through parameter-driven object selection and interaction, increasing player engagement and interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system or the like that can enhance the enjoyment of competitive games using game media.SOLUTION: A game system is for a competitive game played using a placement object on which game media is placed and a storage object in which the placement object is stored. The game system includes a placement object selection unit that sequentially selects placement objects stored in the storage object on the basis of parameters set for at least one of the game media, the placement object, and the storage object, and a game progression control unit that controls the game media placed in the selected placement object to progress the competitive game.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] Conventionally, there is known a game in which ability parameters are set in a storage area (deck) that stores content (cards), and the parameters of the content stored in the storage area change based on the ability parameters (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-185283 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in games where players compete using cards contained in a deck selected from multiple decks, there are no games in which a deck is selected based on parameters set in the deck, which leaves room for entertainment.

[0005] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game system etc. that can increase the entertainment value of competitive games using game media. [Means for solving the problem]

[0006] (1) The present invention relates to a game system for a competitive game played using a placement object on which game contents are placed and a storage object in which the placement object is stored, the game system including: a placement object selection unit that sequentially selects the placement objects stored in the storage object based on parameters set for at least one of the game contents, the placement object, and the storage object; and a game progress control unit that controls the game contents placed in the selected placement object to progress the competitive game. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium storing the program.

[0007] According to the present invention, the interest of a competitive game using game media can be increased by selecting a placement object based on parameters set in at least one of the game media, the placement object on which the game media is placed, and the storage object in which the placement object is stored.

[0008] (2) In addition, in the game system and program according to the present invention, when the stored object is selected, the placement object selection unit may sequentially select the placement objects stored in the stored object based on the parameters.

[0009] (3) In the game system and program according to the present invention, the placement object selection unit may select the placement object by lottery, and increase the probability that a specific placement object will be selected based on the parameters.

[0010] (4) In the game system and program according to the present invention, the selection of the placed object The selection unit may determine the next placed object to be selected based on the result of a fighting game executed by controlling the game content placed on the selected placed object.

[0011] (5) In the game system and program according to the present invention, the selected placement object is placed in a predetermined placement field, and the placement object selection unit: The selected placement object may be determined according to the attribute of the placement field.

[0012] (6) Furthermore, the game system and program of the present invention may further include a placement object control unit that variably controls at least one of the type, number, action order, and number of actions of the game content that can be placed on the placement object (the computer may further function as the placement object control unit).

[0013] (7) In addition, in the game system and program of the present invention, the placement object may include multiple areas in which the game content is placed, and the game progress control unit may control the game content placed in the area of ​​the selected placement object to progress the competitive game.

[0014] (8) In addition, in the game system and program of the present invention, the placement object control unit may control the number of game contents that can be placed on the placement object based on the placement cost set in the area.

[0015] (9) In addition, in the game system and program of the present invention, the placement object control unit may control the action order of the game contents based on the number of the game contents placed on the placement object and / or the placement cost.

[0016] (10) In addition, in the game system and program of the present invention, the placement object control unit may change the placement cost and / or the action order of the game content to the player's advantage based on parameters set in the placement object and / or the stored object.

[0017] (11) In addition, in the game system and program of the present invention, the placement object control unit may control the action order and / or number of actions of the game medium by comparing parameters set in the placement object and / or the stored object with those of the opponent.

[0018] (12) In addition, in the game system and program of the present invention, the game progress control unit may activate a special effect in the game depending on the combination of the game medium that will act nth and the game medium that will act n+1th among the game mediums placed on the placement object.

[0019] (13) Furthermore, the game system and program of the present invention may further include a parameter setting unit that sets predetermined parameters for the placement object based on parameters set for the game content placed on the placement object, and sets predetermined parameters for the storage object based on the parameters for the placement object (the computer may further function as the parameter setting unit).

[0020] (14) In the game system and program according to the present invention, the game contents are displayed based on parameters set for the placed object and / or the stored object. It may further include a parameter setting unit that changes the parameters (or the computer may further function as the parameter setting unit).

[0021] (15) In addition, in the game system and program of the present invention, the game medium may have a usable period during execution of the competitive game set as the parameter, and the parameter setting unit may control the length and / or timing of the period based on the parameters set in the placement object and / or the storage object.

[0022] (16) Furthermore, the game system and program of the present invention may further include a period management unit that manages the period during which the game medium is placed on the placement object and the period during which the placement object is stored in the storage object, and a parameter setting unit that grows the parameters set on the game medium, the parameters set on the placement object, and / or the parameters set on the storage object based on the period (the computer may further function as the period management unit and the parameter setting unit).

[0023] (17) In addition, in the game system and program of the present invention, the selected placement object may be placed in a predetermined placement field, and the game progress control unit may control the display mode of the placement field based on parameters set in the placement object and / or the storage object. [Brief explanation of the drawings]

[0024] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of functional blocks of a terminal according to the present embodiment. [Figure 3] A diagram showing an example of game content, placement objects, and storage objects. [Figure 4] 4 is a flowchart showing the flow of processing in the game system of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0025] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary constituent elements of the present invention.

[0026] 1. Configuration Fig. 1 shows a game system of this embodiment. In this embodiment, the game system is configured with a plurality of terminals 10 and a server 20 (server device). In other words, as shown in Fig. 1, the game system of this embodiment is configured so that the server 20 that provides services and the terminals 10 (10A, 10B, 10C, etc.) can be connected to a network.

[0027] The server 20 is an information processing device that provides online game services in response to requests from the terminal 10. The server 20 can be configured from one or more servers (such as an authentication server, a matching server, a game processing server, a communication server, a billing server, and a database server).

[0028] In this embodiment, the game is executed on the player's terminal 10, and the server 20 manages information such as the player's account information, the game results of the game executed on the terminal 10, game media (characters, items, etc.) that can be used in the game, placement objects in which the game media are placed, storage objects in which the placement objects are stored, and in-game currency that can be used in the game.

[0029] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), or a game device, and is connected to the Internet (WAN ) is a device that can be connected to the server 20 via a network such as a LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.

[0030] 2 shows an example of functional blocks of the terminal 10 of this embodiment. Note that the terminal of this embodiment may have a configuration in which some of the components (each unit) of FIG. 2 are omitted.

[0031] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as directional keys, buttons, an analog stick (joystick), a touch panel, a touchpad, a mouse, and a keyboard.

[0032] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a work area for the processing unit 100, and this function can be realized by a hard disk, RAM, etc. The storage unit 170 stores parameters set for at least one of the game content, placed objects, and stored objects.

[0033] The display unit 190 outputs the game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, LCD, or HMD (head mounted display) that also functions as the input unit 150.

[0034] The sound output unit 192 outputs the sound generated by the processing unit 100, and this function can be realized by a speaker, headphones, or the like.

[0035] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0036] Note that the programs and various data stored in an information storage medium or storage unit of the server 20 for causing a computer to function as each unit of the processing unit 100 may be received via a network, and the received programs and data may be stored in the storage unit 170. Such cases of receiving programs and various data and causing a terminal to function are also included within the scope of the present invention.

[0037] The processing unit 100 (processor) performs processes such as game progression, image generation, and sound generation, based on input information (operation information) from the input unit 150, a program, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs. The processing unit 100 includes a placement object selection unit 110, a game progress control unit 112, an image generation unit 120, and a sound generation unit 130.

[0038] When a stored object is selected, the placed object selection unit 110 sequentially selects placed objects stored in the selected stored object based on parameters set for at least one of the game content, the placed object, and the stored object. The placed object selection unit 110 may select placed objects by lottery, and increase the probability that a specific placed object will be selected based on the parameters.

[0039] The game progress control unit 112 controls the game content placed on the selected placed object to progress the competitive game.

[0040] Furthermore, the placed object selection unit 110 determines the next selected object based on the result of the battle game (the battle game executed by controlling the game content placed on the selected placed object). The placed object to be selected may be determined based on the attributes of the placement field, or candidates for the placed object to be selected next may be determined based on the results of the competitive game, and the placed object may be selected by lottery from among the candidates. Furthermore, when the selected placed object is to be placed on a predetermined placement field, the placed object selection unit 110 may determine the placed object to be selected based on the attributes of the placement field, or candidates for the placed object to be selected based on the attributes of the placement field, and the placed object may be selected by lottery from among the candidates. Furthermore, when the selected placed object is to be placed on a predetermined placement field, the game progression control unit 112 may control the display mode of the placement field (such as the display objects to be placed on the placement field and the background of the placement field) based on parameters set for the selected placed object and / or the storage object.

[0041] The processing unit 100 may further include a placed object control unit 114 that variably controls at least one of the type, number, action order, and number of actions of game contents that can be placed on the placed object. The placed object may include multiple areas in which game contents are placed, and the game progression control unit 112 may control the game contents placed in the area of ​​a selected placed object to progress the competitive game. In this case, the placed object control unit 114 may control the number of game contents that can be placed on the placed object based on a placement cost set for the area. The placed object control unit 114 may also control the action order of the game contents based on the number of game contents placed on the placed object and / or the placement cost. The placed object control unit 114 may also change the placement cost and / or the action order of the game contents to favor the player based on parameters set for the placed object and / or the stored object. The placed object control unit 114 may also control the action order and / or the number of actions of the game contents by comparing the parameters set for the placed object and / or the stored object with those of the opponent. In addition, the game progress control unit 112 may activate a special effect in the game depending on the combination of the game medium that will act nth and the game medium that will act n+1th among the game mediums placed on the placement object.

[0042] The processing unit 100 may further include a parameter setting unit 116. The parameter setting unit 116 may set a predetermined parameter for the placed object based on a parameter set for the game content placed on the placed object, and may set a predetermined parameter for the stored object based on the parameter for the placed object. The parameter setting unit 116 may also change a parameter for the game content based on a parameter set for the placed object and / or the stored object. When a usable period during execution of the competitive game is set for the game content as a parameter, the parameter setting unit 116 may control the length and / or timing of the period based on the parameter set for the placed object and / or the stored object.

[0043] The processing unit 100 may further include a period management unit 118 that manages a period during which the game content is placed in the placed object and a period during which the placed object is stored in the storage object. In this case, the parameter setting unit 116 may grow the parameters set in the game content, the parameters set in the placed object, and / or the parameters set in the storage object based on the periods.

[0044] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image (a game image including game media) and outputting it to the display unit 190. The image generation unit 120 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).

[0045] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100. The game sound such as background music, sound effects, or voice is generated and output to the sound output unit 192.

[0046] The game system of this embodiment may also be configured as a server system. The server system may be configured with one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, and a database server). In this case, the server system performs processing in each unit of the processing unit 100 based on operation input (data input to an input unit of the terminal) transmitted from one or more terminals (e.g., a smartphone, a mobile phone, a portable game console, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data refers to data for displaying an image generated by the method of this embodiment on each terminal, and may be image data itself or various data (such as object data and game processing result data) used by each terminal to generate an image. The game system may also be configured so that the processing of each unit of the processing unit 100 is distributed between the server and the terminals.

[0047] 2. Method of this embodiment Next, a method according to an embodiment of the present invention will be described with reference to the accompanying drawings. The game system according to this embodiment is configured to execute a battle game using a placement object on which game content is placed and a storage object in which the placement object is stored.

[0048] FIG. 3 is a diagram showing an example of game content, placed objects, and stored objects. A character CA (game content) is placed in a placed object PO, and a stored object SO stores multiple placed objects PO. In other words, if a character CA is a card, the stored object SO is a virtual card book (card file, card album), and the placed object PO corresponds to a page (a page that contains cards) that makes up the card book. A player owns at least one stored object SO, and can place any character he owns in any placed object PO stored in the stored object SO he owns. The placed object PO includes multiple (here, six) areas AR, and a character CA is placed in one of the areas AR.

[0049] When a player selects one of the storage objects SO owned by the player at the start of a competitive game, one of the placement objects PO stored in the selected storage object SO is automatically selected, and the selected placement object PO is placed on the placement field PF (game field). Similarly, for an opponent (another player or a computer (NPC)), a placement object PO stored in the storage object SO owned by the opponent is automatically selected and placed on the placement field PF. In the example shown in FIG. 3, a placement object PO containing characters "A" to "C" is selected from the player's storage object SO, and a placement object PO containing characters "D" and "E" is selected from the opponent's storage object SO and placed on the placement field PF. Then, a competitive game is executed using the player's placement object PO and the opponent's placement object PO placed on the placement field PF. The competitive game progresses by automatically controlling the actions of each character CA (attack, recovery, activation of special effects, etc.) based on the parameters of each character CA placed in each area AR of the placement object PO on the placement field PF. In the example shown in FIG. 3, the actions of the player's characters "A" to "C" on the placement field PF and the actions of the opponent's characters "D" and "E" are automatically controlled. For example, when character "A" attacks character "D", the hit points (stamina value) of character "D" are reduced according to the amount of damage based on the attack power of character "A" and the defense power of character "D". When the hit points of character CA fall below a predetermined value (for example, "0"), character CA is rendered unable to act. The form of progress control of the battle game can be arbitrary. The progress of the battle may be controlled in the form of a turn-based command battle or an active time battle.

[0050] At a given timing (for example, when all (or a predetermined number) of characters CA placed in the placement objects PO on the placement field PF have taken action, or when all (or a predetermined number) of characters CA placed in one of the placement objects PO have become unable to act), placement objects PO are again selected from the player's storage objects SO and the opponent's storage objects SO and placed on the placement field PF, and the battle proceeds in the same manner. Thereafter, this is repeated until all placement objects PO stored in the player's storage objects SO and the opponent's storage objects SO have been selected. Also, each time the player's / opponent's character CA is attacked, the player's / opponent's life points are reduced according to the amount of damage at that time, and the battle may continue until the life points of either the player's or opponent's character CA fall below a predetermined value.

[0051] In this embodiment, parameters are set not only for the character CA but also for the placement object PO and the storage object SO. A placement object PO is selected from the storage object SO based on the parameters set for at least one of the character CA, placement object PO, and storage object SO. The parameters include, for example, attributes such as fire, water, wood, attack type, defense type, recovery type, balance type, and special type; levels such as rank and skill points; ability values ​​such as attack power and defense power; and rarity. When selecting a placement object PO by lottery processing, the probability (selection probability) of a specific placement object PO being selected may be increased based on the parameters set for the placement object PO and the storage object SO. For example, if a player can arbitrarily allocate parameters such as skill points to placement objects PO, the selection probability of the placement object PO may be increased according to the skill points allocated to the placement object PO. It is desirable to set a predetermined limit (e.g., an upper limit of 30%) on the extent to which the selection probability of a placement object PO can be increased. Furthermore, the higher the parameters (level, etc.) of the storage object SO, the higher the probability of selecting a placement object PO in which a powerful character CA (with high parameters such as attack power) is placed, or the higher the probability of selecting a placement object PO in which attributes that are compatible with the attributes of the storage object SO are set.

[0052] The next placement object PO to be selected may also be determined based on the results of a battle game played using the selected placement object PO (the results of the actions of the characters CA). For example, if the selected placement object PO has many offensive characters CA and performs an offensive action that results in a significant decrease in one's life points, the next selection may select a placement object PO with recovery characters CA (or a placement object PO with a recovery attribute). In this case, multiple placement objects PO with recovery characters CA may be selected as selection candidates, and the placement object PO may be determined by lottery from among the selected candidates. Furthermore, if a character CA placed in the selected placement object PO activates a special effect of "increasing the attack power of water-attribute characters by 10% for three turns," the next selection may select a placement object PO with many water-attribute characters CA (or a placement object PO with a water attribute). Also, instead of changing the placement object PO selected for the player according to the action result of the player's character CA, the placement object PO selected for the opponent may change according to the action result of the player's character CA, or the placement object PO selected for the player may change according to the action result of the opponent's character CA. For example, if the opponent's character CA performs an aggressive action and the opponent's life points are significantly reduced, the next selection may be made to add insult to injury by selecting the stored object PO of the player. The player may select a placement object PO in which an offensive character CA is placed from the object SO, or conversely, may go on the defensive and select a placement object PO in which a defensive character CA is placed from the player's storage object SO.

[0053] Furthermore, when an attribute is set for the placement field PF, the placement object PO to be selected may be determined according to the attribute of the placement field PF. For example, when the placement field PF is an underwater field, a placement object PO in which many water-attribute characters CA are placed (or a water-attribute placement object PO) may be selected or selected as a candidate.

[0054] Furthermore, it may be possible to redo the selection of a placed object PO based on a command (operation) from the player (to cancel the selection without placing the selected placed object PO in the placement field PF and select the placed object PO again). In this case, the number of times that the selection of a placed object PO can be redoed in one battle game may be set based on parameters set for the storage object SO and the placed object PO. For example, the higher the level of the storage object SO (or the higher the total or average value of the levels of the placed objects PO stored in the storage object SO), the higher the number of times that the selection can be redo.

[0055] Furthermore, the type (placement cost or rarity) and number of characters CA that can be placed in a placement object PO may be controlled based on parameters set for at least one of the characters CA, the placement object PO, and the storage object SO. For example, the higher the parameters (level, etc.) of the placement object PO (or the storage object SO), the more characters CA can be placed in the placement object PO (or the placement object PO stored in the storage object SO), or the higher the rarity of characters CA that can be placed in the placement object PO. The number of characters CA that can be placed in a placement object PO may be controlled by increasing or decreasing the number of characters CA that can be placed in one area AR, or by increasing or decreasing the number of areas AR included in the placement object PO. Furthermore, a placement cost may be set for each character CA, and the type and number of characters CA that can be placed in the placement object PO may be controlled so that the total value of the placement costs of the characters CA placed in the placement object PO does not exceed the cost upper limit set for the placement object PO. The placement cost set for a character CA may be set based on the parameters (attributes and rarity) of the character CA, and for example, the higher the rarity of the character CA, the higher the placement cost of that character CA. Furthermore, a placement cost may be set for each area AR included in the placement object PO, and the type and number of character CAs that can be placed in the placement object PO may be controlled so that the total value of the placement costs of the areas AR in which the characters CA are placed does not exceed the upper cost limit set for the placement object PO. The placement cost may differ for each area AR; for example, the placement cost of an area AR that has the effect of increasing the ability value or number of actions of the placed character CA, or the placement cost of an area AR that has the effect of speeding up the action order of the placed character CA, may be set higher than the placement cost of an area AR that does not have such an effect.

[0056] Furthermore, the order of actions of the characters CA when the placement object PO is placed on the placement field PF may be controlled based on the number of characters CA placed on the placement object PO and the placement cost. For example, the number of characters CA placed on the player's placement object PO may be compared with the number of characters CA placed on the opponent's placement object PO, and the order of actions of the characters CA with fewer characters may be made earlier. In this case, in the example shown in FIG. 3, three characters "A" to "C" are placed on the player's placement object PO on the placement field PF, and three characters "A" to "C" are placed on the opponent's placement object PO. Since two characters "D" and "E" are placed in the player's placement object PO, the opponent's characters "D" and "E" act first, followed by the player's characters "A" to "C," so the order of actions is controlled. Also, the total value of the placement costs of the characters CA placed in the player's placement object PO (or the placement cost of the area AR in which the player's characters CA are placed) may be compared with the total value of the placement costs of the characters CA placed in the opponent's placement object PO (or the placement cost of the area AR in which the opponent's characters CA are placed), and the order of actions of the character CA with the smaller total value may be set to come first. Also, the order of actions may be controlled so that the characters CA placed in the player's placement object PO and the opponent's placement object PO act in order of lowest placement cost (the placement cost of the characters CA, or the placement cost of the area AR in which the characters CA are placed).

[0057] Furthermore, the placement cost and the order and number of actions of the character CA may be changed to favor the player based on parameters set for the placement object PO or the storage object SO. For example, the higher the parameters (level, etc.) of the placement object PO (or the storage object SO), the higher the upper cost limit set for the placement object PO (or the placement object PO stored in the storage object SO), or the placement cost set for each area AR of the placement object PO and the placement cost of the character CA placed in the placement object PO may be lowered. Furthermore, the higher the parameters of the placement object PO, the earlier the order of actions of a specific character CA placed in the placement object PO (e.g., a character CA with high rarity or ability value) may be, or the number of actions of the specific character CA may be increased (e.g., the ability to act multiple times). Furthermore, the order and number of actions of the character CA may be controlled by comparing the parameters set for the player's placement object PO or storage object SO with the parameters set for the opponent's placement object PO or storage object SO. For example, if the attributes of the player's placement object PO (or storage object SO) on the placement field PF are compatible with the attributes of the opponent's placement object PO (or storage object SO), or if the level of the player's placement object PO is higher than the level of the opponent's placement object PO by a predetermined value or more, the player's character CA may act before the opponent's character CA, or the number of actions of the player's character CA may be increased.

[0058] Furthermore, among the characters CA arranged in the arrangement object PO on the arrangement field PF, a special effect in the game may be activated depending on the combination of the character CA acting nth and the character CA acting n+1th. For example, if the attributes of the character CA acting nth and the character CA acting n+1th have a predetermined relationship (e.g., the same attribute, good compatibility), a special effect such as a special attack (combo attack, consecutive attack), an increase in parameters such as ability values, or recovery of life points may be activated. Furthermore, a special effect may be activated when the arrangement object PO in which the character CA acting nth and the arrangement object PO in which the character CA acting n+1 are arranged are stored adjacent to each other in the storage object SO, or when the character CA acting nth and the character CA acting n+1 are arranged on the arrangement object PO on the front and back sides of the page.

[0059] The parameters (attributes and level) of the placement object PO may be set based on the parameters and number of game contents placed in the placement object PO, and the parameters (attributes and level) of the storage object SO may be set based on the parameters and number of placement objects PO stored in the storage object SO. In other words, the parameters of the placement object PO are determined depending on which character CA is placed in the placement object PO, and further, the parameters of the storage object SO that stores the placement object PO are determined. For example, the most common attribute of the characters CA placed in a placement object PO (for example, attributes such as fire, water, or wood, or attributes such as attack type, recovery type, or balance type) may be set as the attribute of the placement object PO, and the more characters CA with high rarity or placement cost are placed in a placement object PO, the higher the level of the placement object PO. Similarly, the most common attribute of the placement objects PO stored in a storage object SO may be set as the attribute of the storage object SO, and the higher the level (total value or average value of levels) of the placement objects PO stored in the storage object SO, the higher the level of the storage object SO.

[0060] Furthermore, the parameters of the characters CA (for example, ability values ​​such as attack power and defense power) may be changed based on parameters (level and attributes) set for the placement object PO or the storage object SO. For example, the higher the level of the placement object PO (or the storage object SO), the higher the ability value of the characters CA placed in the placement object PO (or the placement object PO stored in the storage object SO). Furthermore, the ability value of the characters CA placed in the placement object PO that have the same attribute as the attribute of the placement object PO may be increased. Furthermore, if the attribute of the placement object PO is offensive, the attack power of the characters CA placed in the placement object may be increased, and if the attribute of the placement object PO is defensive, the defensive power of the characters CA placed in the placement object may be increased.

[0061] Furthermore, a usable period (time, timing) for the character CA during the execution of the battle game may be set as a parameter, and the length and timing of the usable period for the character CA in the battle game may be controlled based on parameters (level, etc.) set for the placement object PO or the storage object SO. For example, if the time (turn) since the character CA (the placement object PO in which the character CA is placed) is placed in the placement field PF is set as the time for the character CA to be usable, the higher the level of the placement object PO in which the character CA is placed (or the storage object SO that stores the placement object PO), the longer the time may be. Furthermore, if the timing for the character CA to be usable is set such as when life points are below a predetermined value or when the number of unselected placement objects PO is below a predetermined value, the higher the level of the placement object PO in which the character CA is placed (or the storage object SO that stores the placement object PO), the higher the predetermined value may be.

[0062] Furthermore, the period during which the character CA is placed in the placement object PO and the period during which the placement object PO is stored in the storage object SO may be managed, and the parameters of the character CA, the parameters of the placement object PO, and the parameters of the storage object SO may be grown based on the period. For example, the longer the total period during which multiple characters CA are placed in the placement object PO, the higher the level of the placement object PO (and / or the character CA) may be or the faster the rate at which the level increases, or the longer the total period during which multiple placement objects PO are stored in the storage object SO, the higher the level of the storage object SO (and / or the placement object PO) may be or the faster the rate at which the level increases.

[0063] According to this embodiment, by sequentially selecting the placement objects PO based on the parameters set for the character CA, the placement objects PO, and the storage objects SO, the order in which the placement objects PO are selected is determined depending on which storage object SO stores which placement object PO and which character CA is placed in which placement object PO. Since the order of turns changes, the strategy and interest of the competitive game can be increased.

[0064] Stage information may be set as a parameter for the placement object PO and the storage object SO, and the display mode of the placement field PF may be controlled based on this stage information. For example, stage information regarding buildings to be placed in the placement field PF may be set for the placement object PO, and stage information regarding the background of the placement field PF may be set for the storage object SO. In this case, the background (e.g., a snowy landscape) specified by the stage information of the storage object SO is reflected in the placement field PF in which the placement object PO selected from the player's storage object SO is placed, and a building (e.g., a castle) specified by the stage information of the placement object PO is placed. Furthermore, the buildings may be changed according to the parameters of the placement object PO, so that, for example, the higher the level of the placement object PO, the more luxurious the buildings placed in the placement field PF. Similarly, the background may be changed according to the parameters of the storage object SO, so that, for example, the higher the level of the storage object SO, the more luxurious the background reflected in the placement field PF.

[0065] Furthermore, when a predetermined condition is met (for example, when a predetermined item is used), multiple placement objects PO may be simultaneously selected from the storage object SO, and the selected multiple placement objects PO may be placed in the placement field PF. When multiple placement objects PO are placed in the placement field PF, the parameters (ability values, etc.) of the characters CA placed in the multiple placement objects PO may be increased. Furthermore, when the same multiple characters CA are placed in the multiple placement objects PO, a special attack may be activated, such as a coordinated attack by the same multiple characters CA.

[0066] Furthermore, normally, a player cannot see the placement objects PO (placement objects PO before being placed on the placement field PF) stored in the opponent's storage object SO, but when a predetermined condition is met (for example, when a predetermined item is used), the player may be able to see some of the placement objects PO stored in the opponent's storage object SO (the characters CA placed in the placement objects PO may be displayed on the game screen). In this case, the higher the player's level, the greater the number of placement objects PO that the player can see. Furthermore, when a player sees a placement object PO stored in the opponent's storage object SO, the player may be able to use a predetermined item to make the placement object PO unusable (unselectable).

[0067] Furthermore, hit points may be set as parameters for the placement object PO and the storage object SO, and when the placement object PO is subjected to a special attack (or when the character CA placed in the placement object PO is attacked), the hit points of the placement object PO may be decreased, or when the storage object SO is subjected to a special attack (or when the placement object PO stored in the storage object SO is attacked), the hit points of the storage object SO may be decreased. When the hit points of the placement object PO fall below a predetermined value (for example, "0"), the character CA placed in the placement object PO may be made unable to act, or may be moved to another placement object PO stored in the same storage object SO (another placement object PO with space in the area AR). When the hit points of the storage object SO fall below a predetermined value, the storage object SO may be made unusable (or erased), or may be determined to have lost the battle game. When the storage object SO is attacked, the hit points of the placement object PO stored in the storage object SO may be decreased. The point of the character CA placed in the placement object PO may be decreased, or the hit points of the character CA placed in the placement object PO may be decreased.

[0068] Furthermore, when a player loses a battle game, some of the placement objects PO stored in the storage object SO used by the player in the battle (for example, randomly selected placement objects PO, placement objects PO with hit points below a predetermined value, placement objects PO selected by the opponent) may become unusable or may be taken by the opponent, or the character CA placed in the placement object PO may become unable to act or may be taken by the opponent. Also, by using a predetermined item, the player may be able to add a new placement object PO to his / her own storage object SO and place a character CA in the placement object PO.

[0069] 3. Processing Next, an example of the processing of the game system (terminal 10) of this embodiment will be described using the flowchart in Fig. 4. Note that the processing for the player and the processing for the opponent are similar, so only the processing for the player will be described here.

[0070] First, the placement object selection unit 110 determines whether or not an operation to select a storage object SO has been received (step S10). If the operation has been received (Y in step S10), the placement object selection unit 110 sets the selection probability of the placement object PO stored in the selected storage object SO based on the parameters of the placement object PO or the parameters of the storage object SO (step S11). Next, the placement object selection unit 110 selects a placement object PO from the placement objects PO stored in the storage object SO by lottery processing based on the set selection probability (step S12). The selected placement object PO is placed in the placement field PF.

[0071] Next, the game progress control unit 112 controls the actions of the character CA placed on the selected placed object PO to progress the fighting game (step S13). Here, the placed object control unit 114 may control the order of actions and the number of actions of the character CA based on the parameters of the placed object PO and the storage object SO. Furthermore, the parameter setting unit 116 may control the time and timing during which the character CA can act based on the parameters of the placed object PO and the storage object SO.

[0072] Next, the placement object selection unit 110 determines whether it is the next selection timing (step S14), and if it is the next selection timing (for example, all characters CA placed in the selected placement object PO have acted) (Y in step S14), it proceeds to step S12 and selects a placement object PO again by lottery from the storage objects SO. Note that in step S12, the lottery is performed excluding the placement objects PO that have already been selected from the selection targets.

[0073] If it is not the timing for selection (N in step S14), it is determined whether or not to continue the competitive game (step S15), and if the competitive game is to be continued (Y in step S15), the process proceeds to step S13, and the processing of steps S12 to S15 is repeated until all of the placed objects PO stored in the stored object SO are selected, or until the life points of the player or opponent or the hit points of the stored object SO become equal to or less than a predetermined value.

[0074] The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, terms used in the specification or drawings as broadly defined or synonymous terms may be used in the specification or drawings as broadly defined or synonymous terms. Alternatively, in other descriptions in the drawings, the terms may be replaced with broader or equivalent terms.

[0075] For example, the present invention can be applied to an arcade game machine (a game machine having a card data reading function and a payout function) that uses real cards instead of virtual cards as game media. In this case, the cards (game media) may be real, and the card book (storage object) and pages (placement objects) that make up the card book may be those installed in the arcade game machine's housing (cards may be placed on pages in the card book installed in the housing, and the card data may be read). Alternatively, the cards (game media) and pages (placement objects) may be real, and the card book (storage object) may be those installed in the arcade game machine's housing (cards may be stored in pages (card sleeves) that can store multiple cards, and the pages may be stored in the card book installed in the housing, and the card data may be read). Alternatively, the cards (game media) and pages (placement objects) may be real, and the card book (storage object) may be an electronic card book (electronic medium) reproduced by a program executed on the arcade game machine (cards may be stored in card sleeves, and the housing may read the card data). In this case, the data of the read card and the data of the card sleeve are stored in the memory unit of the arcade game machine in a state linked to the electronic medium. [Explanation of symbols]

[0076] 10...terminal, 20...server, 100...processing unit, 110...placement object selection unit, 112...game progress control unit, 114...placement object control unit, 116...parameter setting unit, 118...period management unit, 120...image generation unit, 130...sound generation unit, 150...input unit, 170...storage unit, 190...display unit, 192...sound output unit, 196...communication unit

Claims

1. A game system for a fighting game that uses a placement object on which game contents are placed and a storage object in which the placement object is stored, comprising: a placement object selection unit that sequentially selects the placement object stored in the storage object based on parameters set for at least one of the game content, the placement object, and the storage object; A game system comprising: a game progress control unit that controls the game media placed on the selected placed object to progress the competitive game.

2. In claim 1, The placement object selection unit A game system characterized in that, when the stored object is selected, the placed objects stored in the stored object are selected in sequence based on the parameters.

3. In claim 1, The placement object selection unit A game system characterized in that the placed object is selected by lottery, and the probability that a specific placed object will be selected is increased based on the parameter.

4. In claim 1, The placement object selection unit A game system characterized in that the next placed object to be selected is determined based on the results of a competitive game executed by controlling the game medium placed on the selected placed object.

5. In claim 1, The selected placement object is placed in a predetermined placement field; The placement object selection unit A game system characterized in that the placed object to be selected is determined according to the attribute of the placement field.

6. In claim 1, A game system further comprising a placement object control unit that variably controls at least one of the type, number, action order, and number of actions of the game contents that can be placed on the placement object.

7. In claim 6, the placement object includes a plurality of areas in which the game content is placed; The game progress control unit A game system characterized by controlling the game media placed in the area of ​​the selected placed object to progress a competitive game.

8. In claim 7, The placement object control unit A game system characterized by controlling the number of game media that can be placed on the placement object based on the placement cost set for the area.

9. In claim 8, The placement object control unit A game system characterized by controlling the order of actions of the game media based on the number of the game media placed on the placement object and / or the placement cost.

10. In claim 8, The placement object control unit A game system characterized by changing the placement cost and / or the action order of the game content to the player's advantage based on parameters set in the placement object and / or the storage object.

11. In claim 6, The placement object control unit A game system characterized by controlling the order of actions and / or the number of actions of the game medium by comparing the parameters set in the placed object and / or the stored object with those of an opponent.

12. In claim 1, The game progress control unit A game system characterized by activating special effects in the game depending on the combination of the game medium that will act nth and the game medium that will act n+1th among the game mediums placed on the placement object.

13. In claim 1, A game system characterized by further including a parameter setting unit that sets predetermined parameters for the placed object based on parameters set for the game medium placed on the placed object, and sets predetermined parameters for the stored object based on the parameters of the placed object.

14. In claim 1, A game system characterized by further including a parameter setting unit that changes parameters of the game medium based on parameters set in the placed object and / or the stored object.

15. In claim 14, a usable period during execution of the competitive game is set as the parameter in the game medium; The parameter setting unit A game system characterized in that the length and / or timing of the period are controlled based on parameters set in the placed object and / or the stored object.

16. In claim 1, a period management unit that manages a period during which the game content is placed in the placement object and a period during which the placement object is stored in the storage object; A game system characterized by further including a parameter setting unit that grows parameters set in the game medium, parameters set in the placed object, and / or parameters set in the stored object based on the period.

17. In claim 1, The selected placement object is placed in a predetermined placement field; The game progress control unit A game system characterized in that a display mode of the placement field is controlled based on parameters set for the placement object and / or the storage object.

18. A program for a fighting game that uses a placement object in which game contents are placed and a storage object in which the placement object is stored, comprising: a placement object selection unit that sequentially selects the placement object stored in the storage object based on parameters set for at least one of the game content, the placement object, and the storage object; A program that causes a computer to function as a game progress control unit that controls the game media placed on the selected placement object to progress a competitive game.

Citation Information

Patent Citations

  • Server system, game system, and program

    JP2016185283A