Game system and program
The game system enhances strategic depth in turn-based games by allowing players to simulate options and set waiting periods, addressing the disadvantage of automatic progression and tactic leakage.
Patent Information
- Application Number
- JP2024057330
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
AI Technical Summary
In turn-based games, automatic progression can disadvantage players by not allowing them to choose whether to have a waiting time during their turn, potentially leaking tactics and reducing strategic depth.
A game system that provides players with an opportunity to make selection operations, includes a reception process for accepted options, and sets waiting periods if no options are available, simulating the presence of game-changing options.
Ensures convenience in automatic progression while preventing tactic leakage and enhancing strategic gameplay, such as through 'bluffing', by allowing players to act as if they have options to change the game situation.
Smart Images

Figure 2025154376000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a program, and the like. [Background technology]
[0002] Conventionally, many games have been provided in which multiple player characters compete against each other. Among these, a technique is known in which a waiting time is set for each player character controlled by a player until the character can act, and the character acts once the waiting time has elapsed.
[0003] In particular, recently, a game system has been known that provides a bonus to be used in a game depending on the payment method of the cost (for example, Patent Document 1).
[0004] In addition, games have been provided that incorporate a map (i.e., a skill map) in which multiple squares, each with a player character's abilities and other settings, are arranged in a predetermined arrangement and can be selected using points or experience points acquired as the game progresses.
[0005] In particular, recently, among such games, there are known games in which a waiting time is set (for example, Patent Document 1) and games in which the waiting period is changeable (for example, Patent Document 2). [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Patent No. 6987506 [Patent Document 2] Patent No. 6940560 Summary of the Invention [Problem to be solved by the invention]
[0007] However, in turn-based systems that execute the games described in Patent Documents 1 and 2, when the game is controlled by automatic progression, the player is not able to choose whether or not to have a waiting time during their turn, which may put the player at a disadvantage depending on the game situation.
[0008] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that can prevent the leaking of player tactics or situations while ensuring the convenience of automatic progression in turn-based games, and can improve the strategic nature of competitive games, such as by "bluffing." [Means for solving the problem]
[0009] (1) In order to solve the above problems, the present invention provides: A game system for progressing a turn-based game in which each player is provided with an opportunity to perform an operation in a competitive game executed by a plurality of players, comprising: an operation opportunity control means for executing, for each player in each turn, a control process relating to an operation opportunity for making a selection operation from a plurality of options as an operation opportunity control process; a reception processing means for executing a reception process for receiving an option selected by the player during the turn; If the option is accepted during the turn, the game is progressed based on the accepted option, and if the option is not accepted during the turn, the game is progressed based on the accepted option. a game control means for progressing the game on the assumption that there is no option; Equipped with The operation opportunity control means performs the operation opportunity control process as follows: In each turn, if the player has an option to change the game situation during the game, the player is given the opportunity to make the operation; In each turn, if there is no option to change the game situation during the game, a waiting period is set to wait for a given period of time to accept an operation instruction from the player, and after the set waiting period has elapsed, a process is executed to move on to the next turn.
[0010] With this configuration, the present invention allows a player to act as if they have an option to change the game situation during the game, even if they do not have an option to change the game situation during each turn.
[0011] Therefore, the present invention can, for example, in a turn-based, automatic progression game, ensure the convenience of automatic progression while preventing the leakage of player tactics or situations, and improve the strategic aspects of competitive games, such as by making "bluffs."
[0012] The "competitive game" may be, for example, a fighting game or a sports game in which players compete against each other, or a game in which players cooperate with other players to progress through the game. However, the player to be competed against is preferably a human player, but may also be a CPU.
[0013] "Turn-based" refers to a system in which a game is progressed by giving each player the opportunity to perform an action based on the player's operating instructions a predetermined number of times and in a predetermined order.
[0014] Furthermore, "options for changing the game situation" refers to, for example, the cards held by a player (i.e., hand) when playing against another player using game media such as cards, usable items or characters set by the player such as a deck, or selectable actions such as attack or defense of these items or characters.
[0015] In particular, the "game situation" includes the situation of the player's character, the situation of the enemy character, and the situation within the game space or the game environment itself.
[0016] For example, in "Game Status", (A1) The type of game event being activated in each turn (attack event, defense event, race event, etc.), (A2) The situation of the position, number, or orientation of game media (selected by options, for example, game cards) on the game field at the time each turn arrives; (A3) Time information related to the game, such as the remaining time or elapsed time of the game, the time allotted, the time of login, and the time spent in the game space; (A4) The status of parameters set for each character in the game, including the player character, such as the behavior of each character, stamina value (current value and maximum value), experience value, ability value (including those to be unlocked in the future; the same applies below), (A5) The status of items such as the type, number, and ability values of items acquired by each character or player, and (A6) In-game currency, scores, points, achievements, etc. acquired by each player Parameter status, These include:
[0017] (2) The present invention also provides The operation opportunity control means In each turn, the length of the waiting period is determined based on the game situation.
[0018] With this configuration, the present invention can vary the waiting period depending on the type of game event being executed, the time the player logged in to the game, or the game situation, so that it can act as if there are options for changing the game situation.
[0019] (3) The present invention also provides The game situation includes the type of game event that is being executed in each turn.
[0020] With this configuration, the present invention can vary the waiting period depending on the type of game event being executed, so that it can set a waiting period that is appropriate for the game situation, and can act as if the player in question has options for changing the game situation.
[0021] It should be noted that the "given game event" includes events in which the game progresses when an option is selected, such as an attack event, a defense event, and a race event against an opposing player.
[0022] (4) The present invention also provides The game situation has a structure that is the game situation at the timing when each turn arrives.
[0023] With this configuration, the present invention can vary the waiting period depending on the game situation at the time each turn arrives, so that it can set a waiting period that is appropriate for the game situation and can act as if the player in question has options for changing the game situation.
[0024] The "game situation at the time each turn arrives" includes, for example, the time remaining or elapsed in the match, the time allotted, the time of login, and the time spent in the game space.
[0025] (5) The present invention also provides further comprising a registering means for registering the selection operation input by the player during the turn in a storage means as operation history information; The operation opportunity control means In each turn, the length of the waiting period is determined based on operation history information of the player who is the selection execution target in the turn.
[0026] With this configuration, the present invention can recognize the player's habits (timing of selection or tendency of choices) when selecting options for each turn from the player's operation history information, and can set a waiting period based on the recognized player's habits, allowing the player to act as if they have options to change the game situation.
[0027] The "operation history" includes the operation content, operation timing, and game situations where no operation was performed for each turn of each player.
[0028] (6) The present invention also provides The game control means progress the game using the game media held by the player and subject to the selection as the options; The operation opportunity control means In each turn, the length of the waiting period is determined based on the game media held by the player to be selected for execution in that turn or the opponent player.
[0029] With this configuration, the present invention can behave as if the game medium is available as an option when the game situation is such that a specific game medium contributes to the initiation of a specific event, such as when selecting to use a specific game medium in the current game situation makes it possible to perform a combo or a special move.
[0030] (7) The present invention also provides The operation opportunity control means In each turn, the length of the waiting period is determined by a predetermined algorithm.
[0031] With this configuration, the present invention can make the waiting period variable, so that it can act as if there are options for changing the game situation.
[0032] (8) The present invention also provides The operation opportunity control means In each turn, the length of the waiting period is determined based on the operation of the player or the setting of the player.
[0033] With this configuration, the present invention can determine the length of the waiting period according to the user's wishes, and therefore can perform behavior that matches the user's strategy.
[0034] It should be noted that "player operation" refers to, for example, the operation of the player to be operated in the corresponding turn.
[0035] In addition, "player settings" refers to settings that are set based on predetermined conditions, such as the player's initial settings at the start of the game, settings when a specific item is acquired, or settings based on a subscription.
[0036] (9) The present invention also provides The apparatus further comprises a performance control means for performing a given performance during the standby period.
[0037] With this configuration, the present invention not only makes the player interested in the game during his / her turn by presenting an option to select, or by presenting an option based on information about the game of the player being selected or the opponent player, but also makes it possible to make the player act as if they have an option to change the game situation by presenting an operation different from the selection operation, or by presenting an operation desired by the player.
[0038] (10) The present invention also provides The reception processing means When you accept an option that can be combined with a specific option selected in the previous turn, The game control means The game progresses based on the combined options.
[0039] With this configuration, the present invention allows a player to utilize the options of the opposing player to execute game events such as attacks using their own options, and to execute game events such as combos in combination with options already selected by the player.
[0040] Therefore, the present invention can improve the strategic nature of competitive games by, for example, increasing the power of attack or executing game events such as combination attacks that would not be possible with the player's own options alone.
[0041] It should be noted that "options that can be combined with a specific option selected in the previous turn" include not only options selected by the opposing player, but also options previously selected by the player himself.
[0042] (11) The present invention also provides The operation machine control means The waiting period is set when there is no option to change the game situation in each turn in the game that is progressing according to information about the opposing player.
[0043] With this configuration, the present invention can, for example, give a player an opportunity to make an operation if the player has an option to change the game situation in the game in progress based on an option selected by the opposing player, and can set a waiting period if the player does not have an option to change the game situation in the game in progress based on an option selected by the opposing player in each turn.
[0044] In addition, "information about the opponent player" includes, for example, the game cards held by the opponent player, the cards that the opponent player has set in his deck, the opponent player's past operation history, and the opponent player's level or win rate, etc.
[0045] (12) The present invention also provides The reception processing means Using cards as the options, The game control means The selected card is used to progress the game.
[0046] With this configuration, the present invention can be applied to games using cards, and can therefore be introduced into a wide range of game systems.
[0047] (13) The present invention also provides The operation machine control means In each turn, when there is no option to change the game situation during the game progress and when a given condition is met, the waiting period is set, and the operation opportunity control process is executed to move to the next turn after the set waiting period has elapsed. It has the following characteristics.
[0048] With this configuration, the present invention allows whether or not a waiting period is set to depend on the conditions, and therefore can provide gameplay even when the waiting period is set.
[0049] The "given conditions" include: (B1) The player or player character has an item (including game media such as cards) that can set a waiting time. (B2) The parameters (level, experience, points, or score) defined for the player or player character have a given value; and (B3) that a given charge has been made; These include:
[0050] (14) In order to solve the above problems, the present invention also provides: A program for progressing a turn-based game in which each player is provided with an opportunity to perform an operation in a competitive game executed by multiple players, comprising: an operation opportunity control means for executing, for each player, a control process relating to an operation opportunity for performing a selection operation from a plurality of options in each turn as an operation opportunity control process; a reception processing means for executing a reception process for receiving an option selected by the player during the turn; and a game control means for, if the option is accepted during the turn, progressing the game based on the accepted option, and, if the option is not accepted during the turn, progressing the game on the assumption that the option was not accepted; Make the computer function as The operation opportunity control means performs the operation opportunity control process as follows: In each turn, if the player has an option to change the game situation during the game, the player is given the opportunity to make the operation; If there is no option to change the game situation during each turn, a predetermined waiting period is set for the player, and after the waiting period has elapsed, a process is executed to move on to the next turn.
[0051] With this configuration, the present invention allows a player to act as if they have an option to change the game situation during the game, even if they do not have an option to change the game situation during each turn.
[0052] Therefore, the present invention can, for example, ensure the convenience of automatic progression in turn-based games, while preventing the leakage of player tactics or situations by including or not including waiting periods, and improve the strategic nature of competitive games, such as by allowing players to "bluff." [Brief explanation of the drawings]
[0053] [Figure 1] 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] 10A and 10B are diagrams for explaining game control processing, including operation opportunity control processing, in a turn-based fighting game executed by a server device of an embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a competitive game played using a hand and game cards set in advance in a deck in one embodiment. [Figure 6] FIG. 10 is a diagram illustrating a game control process in each turn executed by a server device according to an embodiment. [Figure 7] 1 is an example of a perspective view showing an external configuration of a game device according to an embodiment. [Figure 8] 10 is a flowchart showing the operation of a game control process including the invocation of automatic control having an operation opportunity control process executed by a server device according to an embodiment. [Figure 9] 10 is a flowchart showing the operation of a game control process including the invocation of automatic control having an operation opportunity control process executed by a server device according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0054] 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 essential constituent elements of the present invention.
[0055] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to FIG.
[0056] FIG. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment.
[0057] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).
[0058] By accessing the server device 10 from the terminal device 20, the player can obtain a game from the server device 10 via the Internet and play the game.
[0059] Furthermore, by accessing the server device 10 from the terminal device 20, a player can play a game while communicating with other players.
[0060] The server device 10 of this embodiment is configured to work in conjunction with the terminal device 20, provide game information such as the player character, other characters, the game space or parts thereof, game parameters, background music, and game scenario to the terminal device 20 for each player, and execute various types of fighting games such as battle games, fighting games, or sports games based on the operations of each player input via the terminal device 20.
[0061] In addition, the server device 10 of this embodiment is configured to execute a turn-based competitive game in which each player participating in the competitive game is given the opportunity to perform actions related to the competition a predetermined number of times and in a predetermined order.
[0062] The server device 10 of this embodiment is configured to progress the game based on the game card contents, such as items or characters specified on the game card, when a game card is selected as the game medium held by each player in each turn.
[0063] That is, the server device 10 of this embodiment is configured to progress a battle game that has a turn system in which a battle game is played by multiple players and an operation opportunity is provided for each player to perform an action.
[0064] Specifically, the server device 10 is connected to a terminal device 20 via the Internet. The information processing device is capable of providing a service that allows players to play games using the above.
[0065] The server device 10 can also function as, for example, an SNS server that provides a service that allows communication between a plurality of players (that is, an information processing device that provides a communication-type service).
[0066] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.
[0067] For example, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0068] Social games differ from existing online games in that they do not require dedicated client software and can be played using only a web browser and a social networking account.
[0069] In addition, the server device 10 is configured to be able to connect to other players' terminals (smartphones, personal computers, game consoles, etc.) via a network and provide an online game in which players can simultaneously share the same game progress online.
[0070] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).
[0071] Then, information such as player information and game information stored in the memory area of the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet), or when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet).
[0072] Specifically, the server device 10 of this embodiment receives input information based on operations by a player of the terminal device 20 (i.e., a player who executes a game), and performs game processing based on the received input information.
[0073] Then, the server device 10 transmits the game processing results to the terminal device 20. The terminal device 20 is configured to perform various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that they can be viewed by the player.
[0074] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0075] The terminal device 20 also includes a web browser that allows users to browse web pages (HTML format data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting player operation data to the server device 10.
[0076] For example, the terminal device 20 may acquire necessary information, such as game information about other players who will be opponents during a match, from the server device 10, execute game processing based on a game application stored in a memory area (a memory unit 270 described later), and also execute various processes to provide a game screen to the player, allowing the player to play the game.
[0077] Furthermore, for example, the terminal device 20 may transmit player operation data to the server device 10, while acquiring game control information provided by the server device 10, and execute predetermined game processing, thereby executing a game based on the game processing.
[0078] In particular, when the terminal device 20 executes game processing based on game control information provided by the server device 10, it makes a request to the server device 10 to play a predetermined game, and is connected to the game site of the server device 10, and the game begins.
[0079] The terminal device 20 is configured to use an API as needed to cause the server device 10 functioning as an SNS server to perform a predetermined process, or to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, thereby executing a game.
[0080] [2] Server device Next, the server device 10 of this embodiment will be described with reference to FIG.
[0081] 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (units) of FIG. 2 are omitted.
[0082] The server device 10 includes an input unit 120 for use in input by the administrator and others, a display unit 130 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly executing processing related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.
[0083] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, keyboard, and the like.
[0084] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of this embodiment is configured by a liquid crystal display or the like.
[0085] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0086] The communication unit 196 performs various controls for communication with the outside (for example, a terminal, another server, or another network system), and its functions are performed by various processors or communication It consists of hardware such as ASICs and programs.
[0087] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.
[0088] In addition to the main memory 142, the memory unit 140 of this embodiment also includes: (A1) A game data storage unit 144 that stores information about the game (hereinafter referred to as "game information"), such as various table data used when executing game processing; and (A2) A player information storage unit 146 that stores information about each player (hereinafter referred to as "player information"), including the operation history of each player; It has the following characteristics.
[0089] Player information includes operation history, history of games currently or previously participated in (including main games, mini-games, and events), billing history, login history, and other information, information about player characters used or owned, information about game media such as acquired items, player level, information about tasks and stages cleared, and usage history of other applications (including games and non-games).
[0090] In particular, in turn-based games, the operation history includes whether or not an operation was performed during each turn for each player, the content of the selected operation (i.e., the operation content), the timing of the operation, and the game situation, including when no operation was performed.
[0091] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. 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.
[0092] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0093] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, it performs processes to provide various services in response to requests from terminals.
[0094] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a reception processing unit 104, an operation opportunity control processing unit 105, a performance control unit 106, a timer management unit 110, and an information provision unit 111.
[0095] The communication control unit 101 performs processing for transmitting and receiving data via the network to and from the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.
[0096] In particular, the communication control unit 101 of this embodiment works in conjunction with the information providing unit 111 to perform processing to transmit game screens and information related to the game to the terminal device 20 of the player based on a request from the terminal device 20 of the player.
[0097] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 The terminal device 20 performs the process of transmitting data in response to a request from the web browser 211 installed on the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and the process of receiving data transmitted by the web browser 211 of the terminal device 20.
[0098] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0099] The game management unit 103 works in conjunction with the terminal device 20 and executes game processing related to the competitive game for each player based on the player's operations input via the terminal device 20.
[0100] In particular, the game management unit 103 executes a game control process for accepting a player's instruction from among a plurality of options in a turn-based competitive game, and controlling the progress of the game based on the accepted option.
[0101] The reception processing unit 104 receives information about the game (including information about operation input) transmitted from each terminal device 20 as game information.
[0102] For example, during automatic control, the operation opportunity control processing unit 105 executes, as operation opportunity control processing, control processing relating to operation opportunities for each player to perform a selection operation from among a plurality of options in each turn.
[0103] The effect control unit 106 controls the effects related to the fighting game. In particular, the effect control unit 106 performs various effects in predetermined situations during each turn in the fighting game.
[0104] The timer management unit 110 has a timer function, and is used to manage each period during the game in conjunction with the terminal device 20 and the like.
[0105] In particular, the timer management unit 110 outputs the current time or a preset time to each unit based on a request from the game management unit 103, the operation opportunity control processing unit 105, or other units. The timer management unit 110 is also used to synchronize with each terminal device 20.
[0106] The information providing unit 111 generates various types of game control information (including information related to presentation) for causing the terminal device 20 to process the game, and provides the information to the terminal device 20 in question.
[0107] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to FIG.
[0108] 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of FIG. 2 are omitted.
[0109] The input unit 260 is a device for inputting input information from the player, and outputs the player's input information to the processing unit 200. The input unit 260 of this embodiment includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 may be, for example, a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, or a mouse.
[0110] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.
[0111] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0112] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0113] In this embodiment, the programs and game data for causing a computer to function as each unit of this embodiment, which are stored in the information storage medium 180 and storage unit 140 of the server device 10, are received via a network, and the received programs and data are stored in the information storage medium 280. The programs and data received from the server device 10 may also be stored in the storage unit 270. Such cases of receiving programs and data and causing a network system to function are also included within the scope of the present invention.
[0114] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.
[0115] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.
[0116] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0117] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.
[0118] The processing unit 200 performs various processes using a main memory unit 271 in the memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0119] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.
[0120] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 210 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.
[0121] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may then communicate with the server device 10 when receiving input information from the player to start communication.
[0122] In particular, the communication control unit 210 transmits player identification information and operation information to the server device 10 and performs processing to receive information about the game (player information, game media information, the player's web page, game screen, etc.) from the server device 10.
[0123] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs processing to receive a game screen from the server device 10.
[0124] The web browser 211 is an application program for viewing web pages (game screens), downloading HTML files, image files, etc. from the web server (server device 10), analyzing the layout, and controlling the display. The web browser 211 also transmits data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).
[0125] The web browser 211 of this embodiment can realize a browser game. For example, the web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a web server (server device 10).
[0126] The terminal device 20 can display information from a web server specified by a URL via the Internet using the web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 211.
[0127] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is met, a process for progressing the game, and a process for ending the game when a game end condition is met.
[0128] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.
[0129] Here, the object space is a virtual space, and includes both two-dimensional space and three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).
[0130] In addition, the game processing unit 212 performs game processing including setting the game media as deck data, controlling the sending and receiving of various information at login, executing game processing based on the player's operation when the game is executed in real time in conjunction with the server device 10, and playing back received automatic calculation data when the game is executed by automatic calculation.
[0131] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may be displayed using the web browser 211.
[0132] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.
[0133] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .
[0134] [4] Method of this embodiment [4.1] Overview Next, a game control process including an operation opportunity control process in the turn-based fighting game executed by the server device 10 of this embodiment will be described with reference to FIG.
[0135] FIG. 4 is a diagram for explaining game control processing, including operation opportunity control processing, in a turn-based fighting game executed by the server device 10 of this embodiment.
[0136] As described above, the server device 10 of this embodiment is configured to progress a turn-based game in which each player is provided with an opportunity to operate (i.e., an opportunity to select a game card) in a competitive game played by multiple players.
[0137] Furthermore, the server device 10 of this embodiment is configured to behave as if it has a game card that is an option for changing the game situation during the execution of such a turn-based game control process, even if the player does not have an option (i.e., a game card) for changing the game situation during the game in each turn.
[0138] For example, when a player's game card choices for the next turn are restricted by the selection of a specific game card during a specific turn, if the player does not have a game card (choice) to change the game situation during the game, from the perspective of gameplay efficiency, the process is often to pass the turn regardless of the player's intentions (i.e., the turn is passed automatically by automatic control).
[0139] However, if a player passes on a selection operation during their turn, it may become clear that the opposing player does not have the cards (game cards) in their hand to change the game situation in this way, which may put the player at a disadvantage in terms of game strategy.
[0140] Therefore, the server device 10 of this embodiment is configured to provide a given waiting period even under such circumstances (i.e., even when the player does not have an option (i.e., a game card) in his / her hand (including on his / her deck) that can change the game situation during the game), and to act as if he / she has a game card that is an option that can change the game situation, by setting a time that makes the player appear to be thinking about selecting a game card (i.e., a waiting period for waiting for the next process).
[0141] Specifically, the server device 10 of this embodiment uses, as options for changing the game situation, cards held by the player (i.e., hand) when playing against other players using game media such as cards, usable items or characters set by the player such as a deck, or game cards that specify selectable actions such as attack or defense of these items or characters.
[0142] Then, the server device 10 performs the following as shown in FIG. (A1) For each player, in each turn, a control process relating to an operation opportunity for making a selection operation from a plurality of options such as a game card in hand is executed as an operation opportunity control process; (A2) executing a reception process for receiving an option selected by a player during a turn; (A3) executing a game control process for progressing the game based on the accepted option if the option is accepted during the turn; and progressing the game assuming that the option was not accepted during the turn if the option was not accepted during the turn. It has the following structure.
[0143] Then, as shown in FIG. 4, the server device 10 performs the following operation opportunity control process: (A1-1) In each turn, if there is an option to change the game situation during the game, give the player an opportunity to operate the option; (A1-2) If, during each turn, the player does not have an option to change the game situation during the game, a predetermined waiting period is set for the player, such as a period during which the player pretends to be considering an operation instruction (hereinafter referred to as a "disguised waiting period"), and the player is allowed to move on to the next turn after the set waiting period has elapsed. It has the following structure.
[0144] FIG. 4 shows an example of a game control process based on an operation instruction, including a reception process for receiving an operation instruction from the terminal device 20, including a selection operation for selecting a game card to be held as a hand, an operation opportunity control process executed during automatic control (when there is or is not a game card for changing the game situation), and a process for providing the terminal device 20 with game information or presentation control information that has been subjected to game control processing.
[0145] By having such a configuration, the server device 10 of this embodiment can ensure the convenience of automatic progression while preventing the leakage of player tactics or situations by the presence or absence of a waiting period, thereby improving the strategic nature of competitive games, such as by making "bluffs."
[0146] In the following description, the above-mentioned dummy standby period will be used as the standby period.
[0147] [4.2] Game Cards Next, the game card of this embodiment will be described with reference to FIG.
[0148] FIG. 5 is a diagram showing an example of a battle game executed using a hand and game cards set in advance in a deck in this embodiment.
[0149] The game card 80 of this embodiment is an electronic game medium that defines the player character, the ally character, or items such as weapons, in-game currency, tools, or life energy possessed by each of these characters.
[0150] For example, as shown in FIG. 5, a game card 80 has a surface 81 on which a player character used by a player in a game or equipment used by the player character is depicted by a diagram, picture, or photograph.
[0151] The front side 81 has a design (including a picture, photograph, or figure) 83 of the player character or equipment, as well as information 84 about the name, description, and various characteristics such as abilities of the player character or equipment. The back side 82 has, for example, The same design is depicted.
[0152] On the other hand, each player is provided with the initial settings and, during the game execution, (A1) When you win a game against another player, (A2) When a player clears a predetermined game stage, increases their game level, or completes a predetermined game task. (A3) If you win a lottery game called gacha, (A4) If it is a gift from another player who is registered as a friend, or (A5) If you purchase by paying a fee, You can get 80 game cards at once.
[0153] Furthermore, when a game card 80 is acquired, the game management unit 103 executes a process to make the game card 80 usable in the game. For example, the game management unit 103 registers information about the acquired game card 80 (i.e., attack power, defense power, usable techniques, combo types, etc.) in the player information storage unit 146 as usable game card information in the player information storage unit 146 of the corresponding player.
[0154] In a competitive game, the game cards 80 are set into a hand and a deck, for example, based on the player's operations input via the terminal device 20, in order to identify the characters to be used in the competitive game and to identify each character and its equipment (items), before the location, time, or opponent in the game space is determined based on the game progress or the player's instructions.
[0155] In this embodiment, a deck is data that contains the player character and items such as weapons, in-game currency, tools, or life energy owned by the player character, which are used when competing against an opposing player in a competitive game.
[0156] Furthermore, the hand in this embodiment refers to a number of game cards that are selected by lottery or the like from the deck at any time, such as at the start of the game.
[0157] In this embodiment, it is possible to replenish game cards in the hand at the start of a turn (every span) or under certain conditions such as the effect of a certain game card.
[0158] [4.3] Turn-by-turn reception process Next, the reception process at each turn executed by the server device 10 of this embodiment will be described.
[0159] The reception processing unit 104 executes reception processing for receiving operation inputs from each player via the terminal device 20 in the competitive game.
[0160] In particular, when a competitive game is played using a turn system in which each player is given a predetermined number of operational opportunities to perform an action based on the corresponding player's operational instructions in a predetermined order, the operational input of each player is accepted via the terminal device 20 during each player's turn.
[0161] In addition, the reception processing unit 104, as an operation of each player in a turn-based game, identifies a game card selected by the player in accordance with given rules from among the game cards in the player's hand or from a deck containing a plurality of game cards set in advance, and receives each piece of information specified on the identified game card.
[0162] [4.4] Game control process for each turn Next, the game control process in each turn executed by the server device 10 of this embodiment will be described with reference to FIG.
[0163] FIG. 6 is a diagram for explaining the game control process in each turn executed by the server device 10 of this embodiment.
[0164] (Basic principles of game control processing) As described above, the game management unit 103 executes the competitive game using a turn system that provides each player with an operation opportunity to perform an action based on the operation instruction of the corresponding player a predetermined number of times and in a predetermined order.
[0165] In particular, the game management unit 103 defines each player's action based on their respective operation opportunities (i.e., each player's turn) from the first player to the last player as "one turn," and for each turn, the player selects an electronic game card that defines a character or item, and when the selected game card is placed on a game field formed in the game space, the game management unit 103 proceeds with the competitive game using the placed game card.
[0166] The time from the first player to the last player to complete all actions is called one span or one round, and the game management unit 103 repeats this span to have each player take turns attacking, defending, and using items, thereby progressing the competitive game.
[0167] Furthermore, in a competitive game, the game management unit 103 advances the competitive game by having each player character execute actions such as the abilities of the player characters, the attacks that are launched, and the actions of other summoned player characters, based on the game situation, using the player characters specified on the game cards placed on the game field and the player characters specified on the game cards selected by the opposing player.
[0168] (Game control processing based on game situation) In each turn, when the reception processing unit 104 receives a player's instruction, the game management unit 103 places a game card selected by the player in accordance with given rules on the game field from the game cards in the player's hand or from the player's deck, which has multiple game cards set in advance.
[0169] Then, the game management unit 103 progresses the competitive game based on the actions based on the game cards placed on the game field in each turn and the game situation at the time when the game cards, including the game cards selected by the opposing player, are placed.
[0170] Furthermore, when the reception processing unit 104 receives a game that can be combined with a specific option selected in a turn, the game management unit 103 executes a game event based on the combined game card to progress the game.
[0171] Specifically, as shown in FIG. 6, the game management unit 103 determines the attack, defense, movement, etc. of the player's character during the corresponding turn in the game space based on the received selection operation instruction of the player (i.e., a selection operation instruction from a game card in the player's hand), information about the game card from which the selection operation instruction is received, and the game situation at that time including the game cards of other players or the player's own player that have been placed on the game field up to that point. The game controller 100 calculates game events such as the movements (actions) of the player character, and executes control relating to the player character based on the results of the calculations.
[0172] Furthermore, when calculating the movement of the player character during such a turn, the game management unit 103 may calculate the movement including information about the opponent player character using a game card or the like, and when playing against an enemy player including an NPC, it is preferable to calculate the movement of the player character (movement of the enemy player) using information about the enemy player character or player information about the player operating the enemy player character.
[0173] In addition to control based on the movement (i.e., action control), the game management unit 103 may also perform control related to the actions of the player character's movements, such as setting the equipment, characteristics, and abilities of the player character, setting the target of attack, setting collaboration with other player characters (including combo attacks), setting the moving body (such as a mother ship, robot, or fighter jet) that the player character will board, and setting the base or town to which the player character belongs (increasing attack power and defense power).
[0174] Furthermore, the game management unit 103 uses, as the game situation, the situation of the player character (i.e., the player's character) that is the target of the turn, the situation of the opponent player character, and the situation within the game space or the game environment itself.
[0175] For example, in the game situation, (A1) The status of parameters set for each character in the game, including the player character, such as the behavior of each character, stamina value (current value and maximum value), experience value, ability value (including those to be unlocked in the future; the same applies below), (A2) The status of items such as the type, number, and ability values of items acquired by each character or player; (A3) The status of parameters such as in-game currency, scores, points, and performance acquired by each player, and (A4) The status of objects such as the type, position, and characteristics of each object that constitutes the game space; (A5) Time information related to the game, such as the remaining time or elapsed time of the game, the time allotted, the time of login, and the time spent in the game space; These include:
[0176] (Automatic control of game control processing) In the turn-based game control processing described above, the game management unit 103 may execute processing to omit the player's operation input and pass the turn regardless of the player's intention when the player does not have a game card (i.e., an option) that can bring about a change in the game situation (i.e., when there are no game cards in the player's hand that can be used for action).
[0177] Furthermore, in such a turn-based game control process, for a player who can only perform one action, the game management unit 103 may omit the operation input of the player and automatically execute the operation input for performing that one action regardless of the player's intention.
[0178] In the case of automatic control of the game control process, the game management unit 103 suspends the automatic control when the operation opportunity control process is executed.
[0179] For example, the game management unit 103 selects automatic control or operation opportunity control processing based on the player's operation or the game specifications.
[0180] [4.5] Operation Machine Control Processing Next, an operation opportunity control process executed by the server device 10 of this embodiment will be described.
[0181] (Basic principles of operation machine control processing) The operation opportunity control processing unit 105 executes, for each player, control processing relating to an operation opportunity for making a selection operation from among a plurality of options in each turn, as operation opportunity control processing.
[0182] In particular, the operation opportunity control processing unit 105 executes control processing regarding the operation opportunity for each player to make a selection operation from among the multiple game cards held by each player when, during automatic control or the like, the player's game card choices for the next turn are restricted based on the game card selected in the previous turn, and the player does not have a game card that does not fall under the restricted choices.
[0183] Specifically, the operation opportunity control processing unit 105 performs the operation opportunity control process in each turn as follows: (A1) When the player has an option (i.e., a game card) for changing the game situation during the game, a process is executed to give the player an opportunity to operate the option; (A2) In each turn, if the player does not have an option (i.e., a game card) to change the game situation during the game, a disguise waiting period is set as a period during which the player pretends to be considering an operation instruction, and after the set disguise waiting period has elapsed, a process is executed to move on to the next turn.
[0184] For example, if the player has a game card that can further add an event to an event (i.e., the game situation), such as a skill activated by a game card selected by an opposing player in the previous turn or an attack from the selected game card (activating an event that affects the previous event), the operation opportunity control processing unit 105 grants the corresponding player an operation opportunity and then moves on to the next turn.
[0185] Furthermore, for example, if the operation opportunity control processing unit 105 does not have a game card that can add an event to an event (i.e., a game situation) such as a skill activated by a game card selected by the opposing player before the previous turn or an attack from the selected game card, the operation opportunity control processing unit 105 does not automatically proceed to the next turn, but instead sets a disguise waiting period during which the player pretends to be considering an operation instruction, and transitions to the next turn after the set disguise waiting period has elapsed.
[0186] In addition, the operation opportunity control processing unit 105 similarly executes the operation opportunity control processing for the corresponding player in the next turn, and executes the operation opportunity control processing as long as there is a game card to change the game situation, or until a predetermined condition such as one span (one round) is met.
[0187] On the other hand, the operation opportunity control processing unit 105 executes a period length determination process for setting the period length of the disguised waiting period to a preset period length or for variably determining the period length by a predetermined algorithm such as a lottery.
[0188] For example, the operation opportunity control processing unit 105 determines the length of the disguised waiting period based on a random number calculated by a random number calculation or the like, or determines the length of the disguised waiting period based on the player information or the information held by the player. A period length determination process is executed in which the period length is variably determined using a predetermined algorithm, such as calculating parameters for random number calculation based on information on the game card (game medium) or determining the period length using a probability set for each predetermined period during the period in which the game is executed.
[0189] Further, the operation opportunity control processing unit 105 may select, instead of a predetermined period length or a lottery, (B1) Based on the game situation, (B2) Based on the operation history of the operation history information of the player to be selected and executed, (B3) Based on the operation of the player who is the target of the selection execution, or (B4) Based on the game cards held by the player who is the selection execution target or the opponent player in the corresponding turn, It may be set to be variable.
[0190] (Determining the length of the disguised waiting period based on the game situation) Alternatively, the operation opportunity control processing unit 105 may determine the length of the disguise waiting period in each turn when there is no option to change the game situation during the game, depending on the game situation.
[0191] In particular, the operation opportunity control processing unit 105 may determine the length of the disguise waiting period when there is no option to change the game situation during the game, based on the game situation at the time each turn arrives.
[0192] Specifically, the operation opportunity control processing unit 105, as described above, (C1) The type of game event being activated in each turn (attack event, defense event, race event, etc.), (C2) The situation of the game contents (selected by options, for example, game cards) on the game field at the time of each turn, such as their positions, numbers, or orientations; (C3) Time information related to the game, such as the remaining time or elapsed time of the game, the time allotted, the time of login, and the time spent in the game space; (C4) The status of parameters set for each character in the game, including the player character, such as the action details, stamina value (current value and maximum value), experience value, ability value (including those to be unlocked in the future; the same applies below), (C5) The status of items such as the type, number, and ability values of items acquired by each character or player, and (C6) The status of parameters such as in-game currency, scores, points, and performance obtained by each player; The length of the disguised waiting period when there is no option to change the game situation during the game may be determined based on the game situation such as the above.
[0193] In particular, the operation opportunity control processing unit 105 may determine the length of the disguised waiting period when there is no option to change the game situation during the game, based on the type of event in which the game progresses when an option is selected, such as an attack event, a defense event, or a race event against an opposing player.
[0194] For example, the operation opportunity control processing unit 105 may determine the length of the disguised waiting period when there is no option to change the game situation during the game based on the type of event, such as making it short in the case of an attack event or long in the case of a defense event.
[0195] In addition, for example, when many game cards are placed on the game field, the operation opportunity control processing unit 105 may perform a long operation to detect a game where no game cards are placed on the game field. In some cases, the length of the disguised waiting period when there is no option to change the game situation during the game may be determined based on the placement of the game cards on the game field, such as their position, number, or orientation.
[0196] Furthermore, for example, the operation opportunity control processing unit 105 may determine the length of the disguised waiting period when there is no option to change the game situation during the game, based on the temporal situation related to the game, such as the remaining time or elapsed time of the match, the time allotted, the time of login, and the time spent in the game space.
[0197] (Process for determining the length of the disguise waiting period based on the operation history of the player) The operation opportunity control processing unit 105 may determine the length of the disguise waiting period in each turn when there is no option to change the game situation during the game, based on the operation history information of the player who is the target of selection execution in the corresponding turn.
[0198] In this case, the game management unit 103 registers and stores in the player information storage unit 146 as operation history information the operation content, operation timing, and selection operations such as game status where no operation was performed input by the player during the turn.
[0199] Then, the operation opportunity control processing unit 105 may read out the operation history information stored in association with the relevant player in each turn, and determine the length of the disguise waiting period based on the read out operation history information.
[0200] For example, the operation opportunity control processing unit 105 may compile information from operation history information such as the time when a game card was selected in accordance with the placement status of game cards placed on the game field for each player in the past, the time when a game card was selected in accordance with the time related to the above game, and the time when a game card was selected for each type of player character, and determine the length of the disguised waiting period from the compiled information.
[0201] That is, the operation opportunity control processing unit 105 may determine the length of the disguise waiting period according to the habits of each player.
[0202] (Processing for determining the length of the disguise waiting period based on the player's operation) The operation opportunity control processing unit 105 may determine the length of the disguise waiting period in each turn when there is no option to change the game situation during the game, based on the operation of the corresponding player that has been set in advance.
[0203] That is, the operation opportunity control processing unit 105 may set the length of the disguise waiting period (i.e., the length of the disguise waiting period), including whether or not there is a disguise waiting period when there is no option to change the game situation during the game, based on the player's operation at a predetermined timing, such as before the start of the competitive game.
[0204] (Determining the length of the disguised waiting period based on the game cards held by each player) The operation opportunity control processing unit 105 may determine the length of the disguise waiting period in each turn when there is no option to change the game situation during the game, based on the game cards held by the player to be selected or the opponent player in that turn.
[0205] Specifically, the operation opportunity control processing unit 105 determines the duration of the disguised waiting period based on the type of the opponent's game card placed on the game field in the previous turn, or the type of the game card in the hand or deck of the player to be selected for execution. The length may be determined.
[0206] For example, if the player to be selected holds a game card in his or her hand or deck that determines the length of the disguise waiting period, the operation opportunity control processing unit 105 determines the length of the disguise waiting period to be the period specified on the game card.
[0207] In addition, the operation opportunity control processing unit 105 may set the disguised waiting period and determine the period if the player to be selected holds a game card in his or her hand or deck that can be set with the disguised waiting period.
[0208] [4.6] Production Next, the performance control process executed in the server device 10 of this embodiment will be described.
[0209] The presentation control unit 106 controls presentations related to the competitive game during a disguised waiting period when there is no option to change the game situation during the progress of the game in each turn.
[0210] That is, the effect control unit 106 has a configuration that allows the player to entertain himself during the disguised waiting period, or to bluff the opposing player, including that.
[0211] Specifically, during the camouflage waiting period, the performance control unit 106 performs a performance that is different from the operation actually performed by the player, information (character or operation content) about the player to be selected or the opponent player, or content that has been set in advance by the player to be selected (content based on game cards set in the hand or deck).
[0212] For example, the performance control unit 106 executes a performance of selecting a hand, such as moving a game card in the hand, a performance of selecting a game card, such as moving a game card placed on the game field or picking up a game card to check it, and a performance of changing the facial expression of the player's avatar character when it appears in the game space, or uttering a given line.
[0213] [4.7] Information provision processing Next, the information providing process executed in the server device 10 of this embodiment will be described.
[0214] The information providing unit 111 executes an information providing process for providing various game information related to the control and display of the game, including information related to the effects described above (hereinafter referred to as "effect control information"), during the game.
[0215] In particular, the information providing unit 111 presents information relating to the game control process and the operation opportunity control process to each player.
[0216] [4.8] Variations [4.8.1] Variation 1 Next, a first modification of this embodiment will be described, in which the terminal device 20 operates independently.
[0217] The game control process including the operation opportunity control process of this embodiment is executed by the server device 10, but may also be realized by a single game device having the functions of the server device 10, i.e., a device (standalone) that operates independently without relying on other devices such as a server device.
[0218] In this case, in order to allow multiple players to enjoy the game, multiple input terminal devices may be provided.
[0219] Furthermore, it is also possible to connect a plurality of such standalone game devices by wire or wirelessly, with one game device functioning as the server device 10, and to realize the game system using the plurality of game devices.
[0220] [4.8.2] Variation 2 Next, a second modification of this embodiment will be described with reference to FIG. 7, in which a game device 300 installed in a store such as an amusement park is used instead of the terminal device 20.
[0221] FIG. 7 is an example of a perspective view showing the external configuration of the game device 300 according to this embodiment.
[0222] (Outline of the game device) The game control process including the activation of automatic control having the operation opportunity control process of this embodiment is realized by a server device 10 and a terminal device 20 connected to the server device 10 via a network, but can also be applied to a game device 300 installed in a store such as an amusement park.
[0223] Specifically, the game device 300 is configured to establish communication with the server device 10 via the network N, send and receive game data related to the game, and execute various processes related to the game based on the sent and received game data.
[0224] The game device 300 is configured to start a game based on the insertion of virtual currency or gaming media such as medals or coins, and to progress the game by executing predetermined game processing.
[0225] The game devices 300 are configured so that each player can independently perform game processing of the game, or can cooperate with other players and execute predetermined game processing in conjunction with the other game devices 300.
[0226] In particular, the game device 300 has a configuration for actually placing physically existing game cards on a game field in the real space provided in the game device 300 under the management of the server device 10, and for executing a competitive game.
[0227] In this modified example, the game device 300 may store various data stored in the memory area (e.g., memory unit 140) of the server device 10 in a database (broadly speaking, a storage device, memory) connected via a network (an intranet or the Internet).
[0228] (Game Device Configuration) Next, an overview of the game device 300 according to this embodiment will be described with reference to FIG.
[0229] As shown in FIG. 7, the game device 300 of this embodiment is a game device that, when an IC card is used to instruct charging with virtual currency or when a gaming medium such as a medal or coin is inserted, executes a predetermined game process based on the player's operation and the physical game card 80 used by the player to progress the game.
[0230] In particular, the game device 300 of this embodiment has a game field F on which game cards 80 (including digital cards) owned by the player are placed and which is configured by a touch panel, and is configured to execute a game in which the player plays a communication match against another player operating another game device 300 or a game against a computer based on touch operation input while recognizing at least one of the type, position, and number of game cards 80 placed on the game field F.
[0231] Furthermore, the game device 300 has a configuration for executing a game control process including the initiation of automatic control having an operation opportunity control process by recognizing the game card 80 on the game field F.
[0232] The game device 300 is configured to play against other players or a computer or progress through a game using game cards 80 held by the player as a hand and a deck made up of those game cards (for example, when playing a game such as a fighting game or RPG, a deck is used to set the player's characters and items to be used in the fight or role-play).
[0233] Structurally, as shown in FIG. 7, the game device 300 comprises a housing 330 having a given three-dimensional shape, an opening / closing door 400 provided on the upper part of the housing 330 at the front thereof, a monitor (hereinafter referred to as the "upper monitor") 420 having a display surface formed on the front of the opening / closing door 400 for displaying a given image related to the game, and a card storage section (not shown) provided inside the opening / closing door 400 on the back side of the opening / closing door 400 for storing game cards 80.
[0234] In particular, housing 330 is configured as a vertically elongated box-like shape, which is a given three-dimensional shape. Specifically, housing 330 is configured from box-shaped base 331, which is formed as a stable foundation and has field panel 332 formed on its upper surface, and box-shaped housing upper part 340, which is formed on the upper surface of base 331 and above the back side of field panel 332. In particular, housing upper part 340 has a structure for disposing upper monitor 420 at a predetermined height and a structure for supporting opening / closing door 400.
[0235] The game device 300 is also provided with: a field board 332, which is provided in the vertical center of the housing 330 and has a field surface 500 on which game cards 80 are placed and which constitutes the game field F; a monitor (hereinafter referred to as the "field monitor") 333, whose display surface is formed on the field surface 500 and which is disposed below the field board 332 and which displays a predetermined image; a recognition unit 430, which is formed at the bottom of the housing 330 and which recognizes cards placed on the field surface 500; and a detection unit 440 which optically detects operation inputs by the player based on the display on the field monitor 333.
[0236] Furthermore, the game device 300 has a drive control unit 450 that is located inside the upper housing 340 on the back side of the opening and closing door 400 and that executes various game-related processes based on the game card placed on the game field F and recognized.
[0237] (game card) The game card 80 of this modified example has a predetermined thickness (approximately 0.7 mm), and similar to the present embodiment, has a front surface 81 on which a player character used by the player in the game or equipment used by the player character is depicted by a diagram, picture, or photograph, and a back surface 82 on which information for identifying each game card 80 by the recognition unit 430 is formed (see FIG. 5).
[0238] On the other hand, each player basically has to decide whether to play the game at the start of the game (before the game is played) or after the game is played. After the game is over (before the game is over), the players acquire various game cards 80 by dispensing them from a card storage unit (not shown). However, as in this embodiment, each player (A1) When you win a game against another player, (A2) When a predetermined game stage is cleared, when the player's game level increases, or when a predetermined game task is completed, (A3) If you win a lottery game called gacha, (A4) If it is a gift from another player who is registered as a friend, or (A5) If you purchase by paying a fee, It is also possible to obtain it depending on the game situation.
[0239] Furthermore, when each game card 80 is placed on the field surface 500 before the start of the competitive game, it is registered as a character or equipment to be used in the competitive game by a player performing a predetermined operation. Then, during the game, the game card 80 relating to the character functions as an object to be operated by the player to progress through the game.
[0240] (others) In this modification, the game device 300 may be realized as a single game device having the functions of the server device 10, that is, a device that operates independently (standalone) without relying on other devices such as a server device.
[0241] [4.8.3] Variation 3 Next, a description will be given of an operation opportunity control process when a given condition is met as a third modification of this embodiment.
[0242] In this embodiment, when given conditions are met, the performance control unit 106 may set a period during which the player pretends to be considering an operation instruction as a disguise waiting period, and execute an operation opportunity control process to transition to the next turn after the set disguise waiting period has elapsed.
[0243] In particular, in this modified example, the given conditions are as follows: (A1) The player or player character has an item (including game media such as cards) that can set a waiting time. (A2) The parameters (level, experience, points, or score) defined for the player or player character have a given value; and (A3) A given charge is being made; These include:
[0244] In this case, the performance control unit 106 may set a predetermined period as the disguised waiting period, or may set a period according to an item or parameter for meeting the conditions as the disguised waiting period.
[0245] [4.8.4] Other variations Although the turn-based game of this embodiment has been described using a game that uses game cards, it can also be applied to games in which operational instructions include options, such as RPGs, simulation games, fighting games, or sports games.
[0246] In addition, in this embodiment, if there is no game card (option) to change the game situation during the game in each turn, a disguise period is set, but this period does not have to be a disguise period, and may simply be a period for executing a given performance.
[0247] In other words, in this case, even if the player in question does not have a game card to change the game situation during the game, a waiting period may be used to attract the player's interest and increase the player's interest in the game.
[0248] For example, in this embodiment, the given effect may be an animation related to the game, or an effect may be executed to control the execution of a mini-game that is different from the game currently being played.
[0249] [5] Operation in this embodiment Next, the operation of the game control process including the initiation of automatic control having the operation opportunity control process executed by the server device 10 of this embodiment will be described with reference to FIGS.
[0250] 8 and 9 are flowcharts showing the operation of the game control process including the initiation of automatic control having the operation opportunity control process executed by the server device 10 of this embodiment.
[0251] This operation is a game control process from the start of the competitive game to the end of the competitive game, and is an operation specialized for game control process based on the selection operation of the player in each turn.
[0252] First, when the game management unit 103 detects the start of a competitive game, such as a game start instruction based on a player's operation or the matching of competitive players (step S101), it determines the order (turn) of the participating players (step S102).
[0253] Next, the game management unit 103 identifies the player who will take the first turn, and executes a process to prompt the player to instruct the selection operation of the game card for that turn (step S103).
[0254] Next, when the reception processing unit 104 detects a selection operation by the player in the first turn (step S104), the reception processing unit 104 executes a reception process for receiving a game card based on the detected selection operation (step S105).
[0255] Next, the game management unit 103 executes game control processing in the competitive game based on the accepted game cards (step S106).
[0256] Next, the game management unit 103 determines whether or not all players have completed their turns (whether or not one round has been completed) (step S107).
[0257] At this time, if it is determined that one round has been completed, the game management unit 103 executes game processing based on the completion of one round (step S108) and determines whether or not the competitive game has ended (step S109).
[0258] Next, if the game management unit 103 determines that the competitive game has not ended, it proceeds to processing in step S103, and if it determines that the competitive game has ended, it executes processing related to the end of the competitive game (step S110) and ends this operation.
[0259] On the other hand, if the game management unit 103 determines in the processing of step S107 that all players' turns have not ended (i.e., one round has not been completed), it executes an automatic control determination process to determine whether or not to start automatic control that automates subsequent game processing, based on the game cards placed in the previous step (step S111).
[0260] At this time, if the game management unit 103 determines not to start automatic control of the game processing, it proceeds to the processing of step S103, and determines to start automatic control of the game processing. If so, the process proceeds to step S112.
[0261] Next, the operation opportunity control processing unit 105 determines whether or not the player in the next turn has a game card for changing the game situation during the game (step S112).
[0262] At this time, if the operation opportunity control processing unit 105 determines that the player in the next turn has a game card that can change the ongoing game situation, it executes processing to prompt the relevant player to instruct the relevant selection operation from the relevant game card (step S113).
[0263] Next, when the reception processing unit 104 detects a selection operation by the player in the turn (step S114), it executes a reception process for receiving a game card based on the detected selection operation (step S115).
[0264] Next, the game management unit 103 executes game control processing in the competitive game based on the accepted game card (step S116), and proceeds to the processing of step S107.
[0265] On the other hand, if the operation opportunity control processing unit 105 determines that the player in the next turn does not have a game card to change the ongoing game situation, it sets a disguise waiting period during which the player disguises himself as considering an operation instruction based on the current game situation (step S117).
[0266] Next, the operation opportunity control processing unit 105 proceeds to the process of step S111 after the set disguise waiting period has elapsed (step S118).
[0267] [6] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.
[0268] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.
[0269] Furthermore, in this embodiment, each game process is executed by the server device 10, but some of the functions of the processing unit 100 of the server device 10 and a game program that executes those functions may be executed by the terminal device 20, and the above-mentioned game control process may be executed in conjunction with the server device 10.
[0270] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that runs in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.
[0271] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations that replace non-essential parts of the configurations described in the embodiments. The present invention also includes configurations that have the same operational effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0272] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0273] 1: Game System 10: Server device 20: Terminal device 80: Game Card 81 :Surface 82: Back side 84: Information 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 104: Reception processing unit 105: Operation machine control processing unit 106: Production Control Unit 110: Timer management unit 111: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player information storage unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control unit 211: Web browser 212: Game processing section 213: Display control unit 220: Drawing section 230: Sound processing unit 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290:Display section 292: Sound output unit 296: Communications Department 300: Game device 330: Housing 331: Bass 332: Field Edition 333: Field Monitor 340: Top of the case 400: Opening and closing door 420: Upper monitor 430: Recognition unit 440:Detection unit 450: Drive control unit 500: Field
Claims
1. A game system for progressing a turn-based game in which each player is provided with an opportunity to perform an operation in a competitive game executed by multiple players, comprising: an operation opportunity control means for executing, for each player in each turn, a control process relating to an operation opportunity for making a selection operation from a plurality of options as an operation opportunity control process; a reception processing means for executing a reception process for receiving an option selected by the player during the turn; a game control means for, if the option is accepted during the turn, progressing the game based on the accepted option, and, if the option is not accepted during the turn, progressing the game on the assumption that the option was not accepted; Equipped with The operation opportunity control means performs the operation opportunity control process as follows: In each turn, if the player has an option to change the game situation during the game, the player is given the opportunity to make the operation; A game system characterized in that, if the player does not have an option to change the game situation during each turn, a predetermined waiting period is set for the player, and a process is executed to move on to the next turn after the set waiting period has elapsed.
2. 2. The game system according to claim 1, The operation opportunity control means A game system that determines the length of the waiting period in each turn based on the game situation.
3. 2. The game system according to claim 1, A game system, wherein the game status includes the type of game event that is occurring in each turn.
4. 2. The game system according to claim 1, In the game system, the game situation is the game situation at the timing when each turn arrives.
5. 2. The game system according to claim 1, further comprising a registering means for registering the selection operation input by the player during the turn in a storage means as operation history information; The operation opportunity control means In each turn, the length of the waiting period is determined based on operation history information of the player who is the selection execution target in the corresponding turn.
6. 2. The game system according to claim 1, The game control means progress the game using the game media held by the player and subject to the selection as the options; The operation opportunity control means A game system in which the length of the waiting period in each turn is determined based on the game media held by the player to be selected for execution in that turn or the opponent player.
7. 2. The game system according to claim 1, The operation opportunity control means In each turn, the length of the waiting period is determined by a predetermined algorithm.
8. 2. The game system according to claim 1, The operation opportunity control means A game system in which the length of the waiting period in each turn is determined based on the player's operation or settings.
9. 2. The game system according to claim 1, The game system further comprises a performance control means for performing a given performance during the waiting period.
10. 2. The game system according to claim 1, The reception processing means When you accept an option that can be combined with a specific option selected in the previous turn, The game control means A game system that progresses the game based on the combined options.
11. 2. The game system according to claim 1, The operation machine control means A game system that sets the waiting period when, in each turn, there is no option to change the game situation for a game that is progressing according to information about an opposing player.
12. 2. The game system according to claim 1, The reception processing means Using cards as the options, The game control means A game system that progresses the game using the selected card.
13. 2. The game system according to claim 1, The operation machine control means A game system that executes the operation opportunity control process to set a waiting period and transition to the next turn after the set waiting period has elapsed when there is no option to change the game situation during the game progress and given conditions are met in each turn.
14. A program for progressing a turn-based game in which each player is provided with an opportunity to perform an operation in a competitive game executed by multiple players, comprising: an operation opportunity control means for executing, for each player, a control process relating to an operation opportunity for performing a selection operation from a plurality of options in each turn as an operation opportunity control process; a reception processing means for executing a reception process for receiving an option selected by the player during the turn; and a game control means for, if the option is accepted during the turn, progressing the game based on the accepted option, and, if the option is not accepted during the turn, progressing the game on the assumption that the option was not accepted; Make the computer function as The operation opportunity control means performs the operation opportunity control process as follows: Each turn, you have options to change the game state as the game progresses. If so, a process is executed to grant the player the operation opportunity; A program characterized by setting a predetermined waiting period for the player when there is no option to change the game situation during the progress of the game in each turn, and executing a process to move on to the next turn after the set waiting period has elapsed.
Citation Information
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