Control program, game device, and control method
The control program and game device address the issue of repetitive gameplay in social games by offering dynamic game media and effects, enhancing player motivation and engagement through varied gameplay experiences.
Patent Information
- Application Number
- JP2025124002
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-24
- Publication Date
- 2025-10-22
AI Technical Summary
Players in social games with multiple participants often face a decrease in motivation due to the repetitive selection of similar games, leading to a lack of engagement.
A control program and game device that manage game content and effects, allowing players to select from varied game media and effects within a predetermined period, enabling dynamic and engaging competitive gameplay.
Enhances player motivation by providing diverse game experiences through dynamic game effects and media selection, preventing repetitive gameplay and maintaining player engagement.
Smart Images

Figure 2025160321000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a control program, a game device, and a control method. [Background technology]
[0002] In recent years, servers that provide games to mobile terminals via communication networks have become widespread. Games provided by such servers include those in which multiple players can participate (so-called Social games are games where players can compete against each other, cooperate, or There is a game that involves not only power but also mutual communication.
[0003] As one form of social game, Patent Document 1 describes a game in which multiple players cooperate to play a single A game where the goal is to reduce the enemy character's stamina to 0 and defeat the enemy character (a so-called "raidba" Tor) is listed. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-239059 Summary of the Invention [Problem to be solved by the invention]
[0005] In the above-mentioned game, a player starts a game in which multiple players can participate. Next, the other players can select the game they wish to join from the available games. By selecting, you join the game.
[0006] However, in social games with many players, Players had to choose which game to play from a wide range of similar games. Therefore, players may play the same type of game repeatedly, and This may result in a decrease in motivation to continue.
[0007] The present invention has been made to solve the above-mentioned problems, and provides a method for improving the player's game. The purpose is to increase motivation to continue. [Means for solving the problem]
[0008] The control program according to the present invention includes a storage unit, and is used to execute a competitive game in which multiple players participate. A control program for a game device that executes information about game content and a plurality of games. and storing information about the game content and the game effect in a storage unit, and allowing a player to display information about the game content. The instruction is acquired, and it is determined whether the acquisition time of the display instruction is included in a predetermined period. If it is determined that the time is included in the predetermined period, from among the information about the plurality of game effects, Associating information about the selected game effect with information about the game medium, and and allowing the player to select information about the displayed game content. In response to a command to start a battle, a game related to the selected game medium in which the player and other players can participate is started. When a player starts a game with information related to the game, In this case, the game device is caused to execute the above.
[0009] The control program according to the present invention also stores information about game content. Then, information about the plurality of game media is stored in a storage unit, and information about the game effect is stored in a game device. In associating information about a plurality of game media, each of the information about the plurality of game media Regarding the information about the selected game effect among the information about multiple game effects, In associating with information about the game medium and displaying the information about the game medium, In displaying information about a plurality of game media and starting a competitive game, In response to a match start instruction, the player selects one of the pieces of information about the displayed game media. and then starting a competitive game according to the information about the selected game medium. It is preferable to have the device execute the process.
[0010] In the control program according to the present invention, the information on the plurality of game effects is and depending on the information about the game media, Select one of the following and select information about the game effects associated with the selected group: and associating information about the game effect selected from the list with information about the game medium. It is preferable to have it executed by a gaming device.
[0011] The control program according to the present invention also includes a step of selecting a game medium by issuing a command to start a battle. The information related to the setting is made unselectable, and each time a display instruction is first obtained after the predetermined time arrives, and then setting information about the game media that has been set to be unselectable to be selectable. It is preferable to have the device execute it.
[0012] In the control program according to the present invention, the end time of the predetermined period coincides with the predetermined time. It is preferable to do so.
[0013] In the control program according to the present invention, other players may request to participate in the competitive game. The player can start a battle game in response to a request from another player by operating the screen to request participation. The screen contains information about the game effects that will be applied in the competitive game. It is preferable that:
[0014] In the control program according to the present invention, after the end of the competitive game, the player and the other player It is preferable to have the gaming device associate information about the benefit with the layer. stomach.
[0015] In the control program according to the present invention, the player and the other players A player game selected from information about the player game media associated with the player Participate in a competitive game using information about the game media, and information about multiple game effects A game that occurs depending on whether or not a predetermined condition related to the selected player game content is satisfied. Preferably, the content of the game effect includes information about different game effects.
[0016] In the control program according to the present invention, the content of the game effect is related to other players. Preferably, the information relating to the associated benefit is changed.
[0017] In addition, in the control program according to the present invention, the information on the player game content is Each is associated with information about the parameters of the game's progress, and the effect of the game Preferably, the content is modifying information about the parameter.
[0018] The game device according to the present invention is a game device for executing a competitive game in which a plurality of players participate. A game device storing information about a game medium and information about a plurality of game effects. a memory unit for storing information on the game content; an acquisition unit for acquiring an instruction from a player to display information on the game content; a determination unit that determines whether or not an acquisition time at which the display instruction is acquired is included in a predetermined period; If it is determined that the acquisition time falls within the predetermined period, the information on the plurality of game effects is A game that associates information about the game effect selected from the above with information about the game medium. a game effect applying unit, a display unit that displays information about the game medium, and a display unit that allows a player to select the displayed information. In response to a match start instruction, the player selects information about the selected game content, and the other player The game starts a competitive game in which the user can participate and which is associated with information about the selected game medium. The game starts when another player joins the game, and the game progresses when another player joins the game. It also has a battle progress department.
[0019] The control method according to the present invention is also directed to a game in which a plurality of players participate, the game being provided with a storage unit. a control method for a game device that executes the method, and information relating to the game content is stored in a storage unit, and a display instruction for the information relating to the game content is received from the player. and determining whether the time at which the display instruction was acquired is included in a predetermined period. If it is determined that the game effect falls within the predetermined period, the game effect information is selected from among the plurality of game effect information. and associating the information about the game effect with information about the game medium. Displaying information and starting a match where players select information about the displayed game content In response to instructions, information regarding a selected game medium in which the player and other players can participate is displayed. When a game associated with the information is started and another player joins the game, This includes running a competitive game. [Effects of the Invention]
[0020] The control program, game device and control method according to the present invention allow players to This will increase the motivation to continue. [Brief explanation of the drawings]
[0021] [Figure 1] FIG. 1 is a schematic diagram for explaining an outline of a game provided by a mobile terminal. [Figure 2] FIG. 1 is a schematic diagram for explaining an outline of a game provided by a mobile terminal. [Figure 3] 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. [Figure 4] FIG. 2 is a diagram illustrating an example of a schematic configuration of a mobile terminal 2. [Figure 5] 5A is a diagram showing an example of a menu screen 510 displayed on the display unit 24 of the mobile terminal 2, and FIG. 5B is a diagram showing an example of a match selection screen 520 displayed on the display unit 24 of the mobile terminal 2. [Figure 6] (a) is a diagram showing an example of a battle game screen 610 displayed on the display unit 24 of the mobile terminal 2, and (b) is a diagram showing an example of a battle result screen 620 displayed on the display unit 24 of the mobile terminal 2. [Figure 7] (a) is a diagram showing an example of a battle participation screen 710 displayed on the display unit 24 of the mobile device 2, and (b) is a diagram showing an example of a participation ineligibility notification screen 720 displayed on the display unit 24 of the mobile device 2. [Figure 8] FIG. 2 is a diagram illustrating an example of a schematic configuration of a server 3. [Figure 9] FIG. 9 is a diagram showing an example of the data structure of a game effect table 900. [Figure 10] 10 is a diagram showing an example of the data structure of a game content table 1000. FIG. [Figure 11] FIG. 11 is a diagram showing an example of the data structure of a player table 1100. [Figure 12] 12 is a diagram showing an example of the data structure of a player game content table 1200. FIG. [Figure 13] 13 is a diagram showing an example of the data structure of an enemy game content table 1300. FIG. [Figure 14] 14A is a diagram showing an example of the data structure of a match table 1400, and FIG. 14B is a diagram showing an example of the data structure of a participating player table 1460. FIG. [Figure 15] 1 is a flowchart showing an example of a competitive game process in the game system 1. FIG. [Figure 16] 1 is a flowchart showing an example of a competitive game process in the game system 1. FIG. [Figure 17] FIG. 10 is a flow diagram illustrating an example of a game media setting process. [Figure 18] FIG. 10 is a flowchart showing an example of a match start process. [Figure 19] FIG. 10 is a flowchart showing an example of a battle progression process. [Figure 20] FIG. 10 is a flowchart illustrating an example of a match extraction process. [Figure 21] FIG. 10 is a flow diagram illustrating an example of a joining process. [Figure 22] FIG. 10 is a flow diagram illustrating an example of a result generation process. [Figure 23] FIG. 23 shows an example of the data structure of a game effect table 2300. [Figure 24] FIG. 24 is a diagram showing an example of the data structure of a game effect group table 2400. [Figure 25] FIG. 25 is a diagram showing an example of the data structure of a game effect table 2500. [Figure 26] FIG. 26 shows an example of the data structure of a game effect table 2600. DETAILED DESCRIPTION OF THE INVENTION
[0022] Various embodiments of the present invention will be described below with reference to the drawings. The technical scope of the present invention is not limited to these embodiments, but includes the inventions and their equivalents described in the claims. Please note that this covers equivalents.
[0023] (Outline of this embodiment) 1 and 2 are diagrams for explaining an outline of a game provided by a mobile terminal. It should be noted that the mobile terminal is an example of a game device.
[0024] First, the mobile terminal acquires an instruction from the player to display information about the game content (see FIG. 1(1)). Game media are various games or services provided by game devices. It is electronic data used in games, etc., such as characters, cards, or avatars. be.
[0025] The game contents may be items, points, virtual currency, tickets, or parameters. In addition, the game media may include level information, status information, parameter information (stamina and attack value), It may be information about a character's attack power, or ability information (skills, abilities, spells, jobs, etc.). Media can be acquired, possessed, used, managed, exchanged, synthesized, enhanced, and sold by players in the game. Any electronic data that can be discarded, disposed of, and / or donated can be used. Furthermore, the manner in which the game media may be used is not limited to that explicitly stated in this specification.
[0026] Next, in response to receiving the display instruction, the mobile terminal The server then receives a display instruction from the game media information transmission request. It is determined whether the acquired time falls within a predetermined period. If so, the server selects any one of a plurality of pieces of information about game effects that have been previously stored in the server. The server then selects one of the game effects. In the example shown in Figure 1 (2), the game media is linked to the "Media Information about "Medium A," "Medium B," and "Medium C" includes the game effects "Effect A," "Effect Information on "Effect B" and "Effect C" are associated with each other.
[0027] Game effects are any effects that affect the progress of the competitive game provided by the mobile device. Game effects include, for example, the effects of a player or related to a player in a competitive game. This includes effects that change the level or parameters of characters that have been added. As a result, in a competitive game, the level or parameters of the opponent game medium can be changed. The game effect may include an effect that moves the character. This may include an effect of varying the number of benefits or the probability of them being awarded.
[0028] Next, the server receives information about the game medium associated with the information about the game effect. The mobile device then displays information about the received game content. (3) in Figure 1). Information about the game content may include, for example, a unique identifier for the game content. In the example shown in FIG. 1(3), the information about the game content is The image of the card is associated with information about the body. An image of the enemy game medium of "Enemy A" is displayed on the image of the game medium of "Medium A." That is, the information about the game media of "medium A" includes information about the enemy game media of "enemy A." The information about the game content is associated with the icon representing the game content. It may be an image or a character string such as a logo.
[0029] The player can select the displayed game content to be associated with the game content. The player can start a competitive game against the enemy game medium. It is a raid battle in which players cooperate to defeat enemy game media. It may also be a game in which players compete to determine the winner or ranking.
[0030] The mobile device may display information about multiple game media. For example, information about the same enemy game medium may be associated with the game medium. In the example shown in (3) above, information on the game media "Media A," "Media B," and "Media C" is The information may be associated with information about the enemy game media of "Enemy A."
[0031] Next, the mobile terminal allows the player to select information about the displayed game content. Information about a game medium in which a player can participate with other players in response to a command to start a match In the example shown in (4) of Figure 2, The selected game medium, "Medium B," contains information about the game effect of "Effect B" and " The information about the enemy game media of "Enemy B" is associated with the information about the enemy game media of "Enemy B." "Effect B" is associated, and a battle game against "Enemy B" begins.
[0032] Next, when another player joins the battle game, the other player's mobile device In the example shown in Figure 2 (5), the player A player participates in a battle game using a character, and other players can He participates in competitive games using his character.
[0033] Then, for the player who started the competitive game and the other players who participated in the competitive game, "Effect B" is applied and the game progresses. If the effect is to change the parameters of a character, other players in the game The parameters of the character will change. Also, "Effect B" is given in the battle game. If the game effect is to change the number or probability of awarding the bonuses to be awarded in the competitive game, Depending on the number of players, the number of benefits or the probability of benefits being given to other players will vary.
[0034] As described above with reference to FIGS. 1 and 2, the mobile terminal One or more of the pieces of information about game effects associated with the information about the game effects The mobile device then proceeds with the battle game, which is associated with information about the game effects. , a competitive game with different game effects associated therewith can be provided to the player, This makes it possible to prevent a decline in players' motivation to continue playing the competitive game.
[0035] Furthermore, the portable device may receive a game content display instruction when the time of the game content display instruction is included in a predetermined period. If so, the information about the game effect is associated with the information about the game content. Therefore, the mobile terminal allows the player who has started the competitive game to display information about the game content. Whether or not the game effect is applied depends on the time when the game is started. It provides other players with a variety of competitive games with different game effects applied depending on the layer. This makes it possible to prevent other players from losing motivation to continue playing the competitive game. .
[0036] The above explanation of FIGS. 1 and 2 is provided to deepen understanding of the contents of the present invention. The present invention is specifically embodied in the following embodiments, and Various modifications may be made without substantially departing from the principles of the present invention. All variations are within the scope of the present invention and disclosure herein.
[0037] (Configuration of Game System 1) FIG. 3 is a diagram showing an example of a schematic configuration of the game system 1. As shown in FIG.
[0038] The game system 1 includes a mobile terminal 2a, a mobile terminal 2b, and a mobile terminal 2c, which are operated by a plurality of players. b, a mobile terminal 2c, and a server 3. In the example shown in FIG. However, the number of mobile terminals is not limited to this. The mobile terminals 2b and 2c may be collectively referred to as the mobile terminals 2.
[0039] The mobile terminal 2 and the server 3 are connected to each other through, for example, a base station 4, a mobile communication network 5, a gateway 6, and The mobile terminal 2 and the server are connected to each other via a communication network such as the Internet 7. Communication is performed between the server 3 and the computer 1 in accordance with a predetermined communication protocol. The protocol is, for example, Hypertext Transfer Protocol (HTP). r Protocol, HTTP), etc. The mobile terminal 2 is a game provider. However, the game device is not limited to the mobile terminal 2. For example, the server 3 The mobile terminal 2 and the server 3 may be used as a game device. 1 may be used as a game device.
[0040] The mobile terminal 2 is, for example, a terminal device such as a multi-function mobile phone (a so-called "smartphone"). The mobile terminal 2 may be, for example, a mobile phone (a so-called "feature phone"), a mobile information Terminals (Personal Digital Assistants, PDAs), tablets It may be a terminal or tablet PC (Personal Computer), etc. The mobile terminal 2 may be a portable game machine, a portable music player, a notebook PC, or the like.
[0041] (Configuration of mobile device 2) FIG. 4 is a diagram showing an example of a schematic configuration of the mobile terminal 2. As shown in FIG.
[0042] The mobile terminal 2 is connected to a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. The mobile terminal 2 connects to the server 3 via the mobile terminal 2 and communicates with the server 3. The mobile terminal 2 controls the progress of the game according to various instructions received from the server 3. The mobile terminal 2 receives various data and displays the game progress screen, etc. The device includes a communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit 25. can.
[0043] The terminal communication unit 21 is a communication interface including an antenna having a sensitivity band within a predetermined frequency band. The terminal communication unit 21 is provided with a base station circuit and connects the mobile terminal 2 to the communication network. LTE (Long Term Evolution) communication is performed between the base station 4 and the base station 5 via a channel assigned by the base station 4. establishes a wireless communication line using the IEEE 802.11a (IEEE 802.11b) standard, etc., and communicates with base station 4. Then, the terminal communication unit 21 transmits the data supplied from the terminal processing unit 25 to the server 3. The terminal communication unit 21 also transmits data received from the server 3 etc. to the terminal processing unit 25. Supply.
[0044] The terminal storage unit 22 may include, for example, a ROM (Read Only Memory), a RAM ( The terminal is equipped with a semiconductor memory device such as a random access memory (RAM). The unit 22 is an operating system program used for processing in the terminal processing unit 25. Stores driver programs, application programs, data, etc. The driver program stored in the memory 22 is an input device driver program for controlling the operation unit 23. and an output device driver program that controls the display unit 24. The application program stored in the storage unit 22 is a control program that controls the progress of the game. The data stored in the terminal storage unit 22 is used when the game is executed. The terminal storage unit 2 also stores various data (for example, information about the game media) that are stored in the terminal storage unit 2. 2 may temporarily store data relating to a predetermined process.
[0045] The operation unit 23 is a pointing device such as a touch panel. The player uses the operation unit 23 to input letters, numbers, symbols, or The operation unit 23 can input the position on the display screen of the display unit 24. When operated by the processor, it generates a signal corresponding to the operation. This is supplied to the terminal processing unit 25 as a layer instruction.
[0046] The display unit 24 is a liquid crystal display. The display unit 24 is an organic EL (Electroluminescent) display. The display unit 24 may be a fluoro-luminescence display or the like. It displays a video according to the video data supplied from 25, an image according to the image data, etc.
[0047] The terminal processing unit 25 is a single or multiple processors that operates according to a computer program (software). Multiple processors, one or more dedicated processors that execute at least some of the various processes Circuitry, including hardware circuits, or a combination of these. The device processing unit 25 controls the overall operation of the mobile device 2. For example, a CPU (Central Processing Unit). The device processing unit 25 processes the program stored in the device storage unit 22 and the operation by the player. Based on various instructions inputted in response to the operation of the unit 23, various information processes are carried out in an appropriate procedure. The terminal processing unit 25 executes the terminal communication unit 21 and controls the operation of the display unit 24. The operating system program and the driver program stored in the storage unit 22 and executes various information processing based on the application program. 25 can run multiple programs in parallel.
[0048] (Explanation of various screens) 5 to 7, examples of various screens displayed on the display unit 24 of the mobile terminal 2 will be described below. This article explains:
[0049] FIG. 5(a) shows an example of a menu screen 510 displayed on the display unit 24 of the mobile terminal 2. Figure.
[0050] The menu screen 510 may be, for example, an application for executing the game in this embodiment. The application program starts in response to a start instruction input by the player operating the operation unit 23. The menu screen 510 is displayed when the application program is started. After the program is started, the screen may be displayed following a predetermined title screen or the like.
[0051] The menu screen 510 includes a main game screen display instruction object 511 and a battle selection object. A screen display instruction object 512 and a formation screen display instruction object 513 are included. The main game screen display instruction object 511 instructs the display of the main game screen. The object is a menu input in response to the operation of the operation unit 23 by the player. The input position on the screen 510 is within the display area of the main game screen display instruction object 511 If so, a main game screen display instruction is input to the mobile terminal 2. Upon receiving the display instruction, the mobile terminal 2 displays the main game screen.
[0052] In the following description, the input position on the screen input in response to the operation of the operation unit 23 by the player will be referred to as the input position. If the position is within the object's display area, the object is selected by the player. This is sometimes referred to as the case where
[0053] The main game screen is a screen on which the player plays the main game. 2 is the main game, and players will carry out quests that progress according to the game scenario. An EST is also called an exploration or mission, and has multiple stages. The mobile terminal 2 executes the process of each stage in sequence. A fighting game between Kuta and an enemy character, giving bonuses such as game media to players, multiple players This includes various games such as battle games in which players participate. The enemy characters are game media owned by other players or are game media (so-called "non-player characters") controlled by the mobile terminal 2.
[0054] The match selection screen display instruction object 512 instructs the display of a match selection screen 520, which will be described later. This is an object for displaying the match selection screen. When 512 is selected, a battle selection screen display instruction is input to the mobile terminal 2. The instruction to display a selection screen is an example of an instruction to display information about a game medium.
[0055] The formation screen display instruction object 513 is an object for instructing the display of the formation screen. When the player selects the organization screen display instruction object 513, The mobile terminal 2 to which the formation screen display instruction is input is , display the formation screen.
[0056] The organization screen is used by the player to organize decks to be used in the main game and the battle game. The deck is the screen where the game media owned by the player (hereafter referred to as the player game media) is displayed. The main game and the competitive game are played using the The player can select one or more game contents on the organization screen. The operation unit 23 is operated to select the main game or the competitive game among the player game contents. A deck is created by selecting one or more player game media to be used.
[0057] FIG. 5(b) shows an example of a battle selection screen 520 displayed on the display unit 24 of the mobile terminal 2. Figure.
[0058] The battle selection screen 520 includes a plurality of game contents 521 and a battle participation screen display instruction object. The game media 521 includes unselected game media 523 and selected game media 522. The unselected game media 523 includes a game media in which multiple players can participate. This is an object for starting a battle game. This is an object that indicates that the battle game corresponding to the body has already started.
[0059] When the player selects the unselected game medium 523, the selected unselected game medium 52 3, a display instruction for a battle game screen of a battle game against an enemy game medium of a type corresponding to the The portable terminal 2 to which the instruction to display the battle game screen has been input starts the battle game. In addition, a battle game screen 610 is displayed. When the mobile terminal 2 next displays the match selection screen 520, The display of the selected unselected game media 523 is changed to the display of the selected game media 524. The selected game content 524 is set so that it cannot be selected by the player. In other words, the player can select each of the unselected game contents 523. The player can select the game once and start a battle game. 10 is an example of a match start instruction by a player selecting information about a game medium.
[0060] As described above, each of the multiple game media 521 starts a competitive game. In the example shown in FIG. 5(b), two unselected game media 523 and one The selected game content 524 is displayed. That is, the player can play one battle game. The team has already started two games and has the right to start two more games. In the example shown in (b), the unselected game content 523 is displayed as an image showing the back of a card, The selected game media 524 is a card that displays an image of an opponent game media in a battle game. It is displayed as an image showing the surface of the device.
[0061] The battle participation screen display instruction object 522 is used to instruct the display of the battle participation screen 710. The battle participation screen display instruction object 522 is an object for When selected, a battle participation screen display instruction is input to the mobile terminal 2. The portable terminal 2 to which the command has been input displays the battle participation screen 710. The details will be described later.
[0062] FIG. 6(a) shows an example of a battle game screen 610 displayed on the display unit 24 of the mobile terminal 2. On the battle game screen 610, the player can select one or more player game media. A deck including the body is used to play a competitive game against an enemy game medium.
[0063] The battle game screen 610 includes a player stamina gauge area 611 and a player deck information area. area 612, player game media information area 613, enemy strength gauge area 614, and enemy game The video includes a music media information area 615, a remaining time limit area 616, and a score area 617.
[0064] The player's stamina gauge area 611 displays a gauge that indicates the player's stamina value. At the start of the match, the layer's strength is set to the player's maximum strength. The player's maximum strength value is determined by the number of pieces of the player's game media included in the player's deck. The value is based on the value of the parameter.
[0065] The player's stamina value increases when the player game content or the enemy game content takes a predetermined action. For example, the player's strength increases or decreases when an enemy game medium takes an attacking action. The player's physical strength value decreases as the player's game content takes recovery actions. When the player's strength value reaches zero, the player will finish the game. If a player's strength value reaches zero, the player will leave the match. The player who is unable to battle may become unable to battle without The body becomes unable to act.
[0066] The player deck information area 612 displays the player game media included in the player's deck. In the example shown in FIG. 6(a), the player deck information area 612 displays information about displays a portion of an image representing each of the player's game media contained in the player's deck. The player deck information area 612 displays the player's deck information. Text indicating the name of the game medium, ability values, etc. may also be displayed.
[0067] The player game media information area 613 displays the player game media included in the player's deck. In the example shown in FIG. 6(a), information about one of the player game media is displayed. The information area 613 displays an image representing the player game media contained in the player's deck. The player game media information area 613 displays the game media included in the player's deck. Information about the player game media designated in advance among the player game media is displayed. The player game media information area 613 may also include information about the game media included in the player's deck. information about player game media that are performing a predetermined action among the player game media that are For example, the player's game content information area 613 may display the Among the player game contents included in the group, player game contents that are performing an attacking action are represented. An image of the image may be displayed.
[0068] The enemy strength gauge area 614 displays a gauge showing the strength value of the enemy game content. The stamina value of the game media is the maximum stamina value determined for each enemy game media when the match begins. The strength value of the enemy game content is set to a value when the player game content or the enemy game content reaches a predetermined value. For example, the strength value of an enemy game medium increases or decreases depending on the player's game medium. The strength of the enemy game content decreases when the body performs an attacking action. It increases when the body performs recovery actions. And when the enemy game content's stamina value reaches zero, If the opponent's game content is The player's game content may also increase or decrease depending on the actions of other players participating in the game. The strength value of the enemy game content increases when the player game content of another player takes an attacking action. Therefore, it decreases.
[0069] The enemy game content information area 615 displays information about the enemy game content. In the example shown in FIG. 10, an image representing an enemy game content is displayed in the enemy game content information area 615. are.
[0070] The remaining time limit area 616 indicates the remaining time limit for continuing the competitive game. The remaining time limit is calculated based on the time limit set for each enemy game. This is the time that has elapsed since the game started minus the time that has elapsed since the game started. If so, the player loses the competitive game.
[0071] The score area 617 displays the cumulative score that the player has acquired in the competitive game. The player receives a score when the player game medium performs a predetermined action. For example, when the player game medium performs an attacking action, the player can A score is earned according to the amount of stamina the enemy game medium loses as a result of the action.
[0072] On the battle game screen 610, the player operates the operation unit 23 to perform a predetermined attack action instruction. By inputting a command, the player game medium can be made to take an attacking action. When the body performs an attacking action, the enemy's physical strength decreases. If the player reduces the opponent's strength to zero before the time reaches zero, the player loses the battle game. On the other hand, if the remaining time limit is reached before the enemy game's vitality value is reduced to zero, If the opponent game content takes an offensive action, the player will lose the battle game. When the player's physical strength reaches zero, If a player leaves the game, The mobile terminal 2 displays a battle participation screen 710, which will be described later.
[0073] When a predetermined condition is met, the player takes an attack action on the player game medium. The predetermined condition may be, for example, when the player operates the operation unit 23. The predetermined condition is to succeed in a predetermined action by operating the By selecting the image of the player game media displayed in the deck information area 612, The predetermined condition may be the passage of a predetermined time.
[0074] In addition, if a player becomes unable to fight or leaves the battle game, Even if other screens such as the battle participation screen 710 described later are displayed, If the player's game content takes an attacking action and reduces the enemy game content's vitality value to zero, , the player wins the competitive game.
[0075] FIG. 6(b) shows an example of a battle result screen 620 displayed on the display unit 24 of the mobile terminal 2. The battle result screen 620 shows the results of the battle game that the player has won on the battle game screen 610. The battle result screen 620 is displayed when the player loses the battle. may be displayed in.
[0076] The battle result screen 620 includes a ranking display area 621 and a bonus display area 622. The ranking display area 621 displays the rankings of the players who participated in the competitive game. The ranking of a certain number of players with the highest scores, along with the player names and the scores they have achieved, are displayed. will be done.
[0077] The bonus display area 622 displays information identifying the game content to be given to the player as a bonus. The game contents that are given as a bonus are, for example, characters that can be used in the game. The game contents that are given as bonuses are not included in other games. The game contents provided as a bonus may include avatars and virtual currency that can be used in the game. Whether or not the bonus is awarded to the player may be determined according to a predetermined award probability. The content of the game content awarded as a reward, the number of rewards awarded, and the probability of awarding the rewards will depend on the player's ranking or rank. The reward may be determined according to the score that the player has acquired. The content of the game media, the number of points awarded, and the probability of awarding points will be determined based on the game data associated with the competitive game, which will be described later. The determination may be made in response to information about the effect of the game.
[0078] After the battle result screen 620 is displayed, the battle selection screen 620 is displayed again in response to a predetermined operation by the player. A selection screen 520 is displayed.
[0079] FIG. 7(a) shows an example of a battle participation screen 710 displayed on the display unit 24 of the mobile terminal 2. The battle participation screen 710 is displayed when a battle participation screen display instruction is given on the battle selection screen 520. The battle participation screen 710 includes a plurality of battle display areas 711 and and a game effect display area 712.
[0080] The battle display area 711 displays information about battle games started by other players. In the example shown in FIG. 7(a), the battle display area 711 displays a part of an image representing the enemy game content. , the name of the enemy game medium, a stamina gauge showing the remaining stamina value of the enemy game medium, and the remaining time of the battle game. The time and the name of the player who started the match are displayed. The display area 711 may include information about a competitive game started by the player himself. This allows the player to rejoin the competitive game from which they left.
[0081] The game effect display area 712 displays the effect of each battle game corresponding to the battle display area 711. Information about the game effects that will be applied in the battle game will be displayed. Information about game effects applied in a fighting game is information about the fighting game screen display instructions. Regarding game effects associated with information about the game medium selected to be entered The information about the game effect is a text that displays the name or content of the game effect. In the example shown in FIG. 7(a), When a player participates in a game against "Enemy A," the player wins the game. It is indicated that a game effect will be applied that increases the probability of receiving a bonus by 1.5 times. In addition, for the battle display area 711 of a battle game to which no game effect is applied, The game effect display area 712 may not be displayed. When you participate in a game against "Enemy B", the game effect will not be applied. There are.
[0082] On the battle participation screen 710, the player selects a battle corresponding to the battle game in which the player wishes to participate. When the player selects the battle display area 711, A participation request instruction is input to the mobile terminal 2. The mobile terminal 2 to which the participation request instruction is input starts a battle game. If participation in the game is possible, a battle game screen 610 is displayed on the display unit 24. If the terminal 2 is unable to participate in the competitive game, the terminal 2 displays a participation-unavailable notification screen 7 on the display unit 24. Show 20.
[0083] When a player participates in a competitive game, the player may consume a predetermined consumable item. In this case, the portable terminal 2 to which the participation request instruction is input is configured to receive a predetermined consumable item from the player. Determine whether or not the player owns the specified consumable item. As described above, the mobile terminal 2 determines whether or not participation in the competitive game is possible. If the player does not have the predetermined consumable item, the mobile terminal 2 A message indicating that the player does not possess any items is displayed, and the battle game screen 610 is displayed. Not shown.
[0084] FIG. 7(b) shows an example of a participation-denied notification screen 720 displayed on the display unit 24 of the mobile terminal 2. The participation-denied notification screen 720 includes a participation-denied notification display area 721 and a confirmation object. The participation-disabled notification display area 721 includes a notification that participation in the competitive game is disabled. A text or the like indicating that the action was possible is displayed. This object indicates that the player has confirmed the notification that they cannot participate. When the participant selects the project 722, the mobile terminal 2 ends the display of the participation denial notification screen 720, A battle participation screen 710 is displayed.
[0085] (Server 3 configuration) 8 is a diagram showing an example of a schematic configuration of the server 3. The server 3 receives instructions from the mobile terminal 2. The server 3 manages various information used in the game according to the instruction. The server 3 transmits various game information and the like to the mobile terminal 2. The server includes a receiving unit 31, a server storage unit 32, and a server processing unit 33.
[0086] The server communication unit 31 is a communication interface for connecting the server 3 to the Internet 7. The server communication unit 31 is provided with a base circuit and communicates with the Internet 7. The data received from the server 2 is supplied to the server processing unit 33, and the data received from the server processing unit 33 is The data is transmitted to the mobile terminal 2 or the like.
[0087] The server storage unit 32 may be, for example, a magnetic tape device, a magnetic disk device, or an optical disk device. The server storage unit 32 is provided with at least one of the following devices for processing by the server processing unit 33. The operating system programs, driver programs, and applications used The server storage unit 32 stores the application programs and data. The program stores various game information for each mobile terminal 2 in response to various instructions from each mobile terminal 2. The computer program stored in the server storage unit 32 is a game program that manages the information. The program may be stored on a computer-readable portable medium such as a CD-ROM or DVD-ROM. The software is installed in the server storage unit 32 from the recording medium using a known setup program or the like. It may be installed.
[0088] The server storage unit 32 stores data such as a game effect table, a game content table, a playlist table, and so on. player game medium table, opponent game medium table, player table, and battle table, etc. The server storage unit 32 may also temporarily store data related to a predetermined process. That is, the server storage unit 32 is a volatile RAM (Random Access Memory). It may also be possible to provide a memory or the like to store dynamic data that changes as the game progresses.
[0089] The game effect table, game content table, and Some or all of the player's game media table, the opponent's game media table, and the opponent's game media table may be As described above, the information is acquired by the device processing unit 25 and stored in the device storage unit 22.
[0090] FIG. 9 is a diagram showing an example of the data structure of the game effect table 900. Table 900 contains the game effect ID 910, game effect The award period 920 and the game effect content 930 are stored in association with each other.
[0091] The game effect ID 910 is identification information for uniquely identifying each game effect. In the example shown in FIG. 9, the game effect table 900 records at least eight game effects. Each game effect is uniquely identified by a unique game effect ID. D910 is remembered.
[0092] The game effect granting period 920 is a period for granting information about each game effect to the game medium. In the example shown in Figure 9, The same game effect granting period 920 is stored for each game effect. When the time when the command to display the battle selection screen is acquired is included in the game effect grant period 920 , selected from the information about the game effect stored in the game effect table 900. The information about the game effect is associated with the information about the game content. A different game effect granting period 920 may be stored for each game effect. , the information on the game effect whose acquisition time is included in the game effect granting period 920 is selected. Information about the selected game effect is associated with information about the game content.
[0093] The game effect content 930 is information indicating the content of each game effect. The content 930 may be a sequence of instructions for causing the mobile device to realize a game effect. The effect of the game is as shown in Figure 9, "1.5 times the points when you win." The effect may be to change the amount of the benefit that is awarded when the player wins the competitive game. The game effect is shown in Figure 9 as "1.5 times the parameters of the player's game content." As such, parameters associated with player game media used in competitive games The game effect may be an effect that changes the game data, etc. As mentioned in "In the case of Team A formation," the team selected to be used in the battle game The content of the game effect that occurs depending on whether the conditions related to the layer game media are met It should be noted that "in the case of Type A formation" refers to the player game described below. Players whose game media type is "Type A" must use a deck that contains only game media. The condition is that the game effect is As the phrase "1.5x system acquisition rate" suggests, this is a special bonus given when a player wins a competitive game. The effect may be to change the probability of granting the ability.
[0094] FIG. 10 is a diagram showing a system for managing information about game content displayed on the battle selection screen 520. FIG. 10 is a diagram illustrating an example of the data structure of a game content table 1000. 000 contains information about each game medium, such as the game medium ID 1010, Game effect ID 1020, player ID 1030, enemy game medium ID 1040, selection state 1 050 and expiration date 1060, etc. are stored in association with each other.
[0095] The game media ID 1010 is identification information for uniquely identifying the game media.
[0096] The game effect ID 1020 is an identifier that identifies a game effect associated with the game media. If the game effect is not associated with the game content, In the example shown in FIG. 10, the game media ID 1010 is "7". The game effect ID 1002 is not stored in the game medium. In response to a match start instruction from Ya to select a game medium whose game medium ID 1010 is "7", In the battle game that starts in response, the game effect will not be applied.
[0097] The player ID 1030 uniquely identifies a player who can display information about the game content. In the example shown in FIG. 10, the game media ID 1010 ranges from "1" to "6." In this game medium, "1" is stored as the player ID 1030. The mobile terminal 2 of the player whose layer ID 1030 is "1" receives an instruction to display the battle selection screen. If the game media ID 1010 is "1" to "6", the mobile device 2 will Display information about
[0098] The enemy game medium ID 1040 is a fighting game medium with which information about the game medium is associated. In the example shown in FIG. 10, The game media with the media ID 1010 of "1" has the enemy game media ID 1040 of "1". That is, the mobile device 2 stores the game media ID 1010 of the player. When a battle game screen display instruction for selecting the game medium “1” is received, the mobile device 2 starts a competitive game against an enemy game medium whose enemy game medium ID 1040 is "1."
[0099] The same enemy game content ID 1040 may be associated with multiple game content. In the example shown in FIG. 10, the game medium with the game medium ID 1010 of “6” has the game medium I As with the game media with D1010 being "1", "1" is recorded as the enemy game media ID 1040. In this case, the player can select the game medium whose game medium ID 1010 is "1". Regardless of whether you select the game media with the game media ID 1010 of "6" or the game media with the game media ID 1010 of "6", the enemy game media The player can start a competitive game against an opponent game medium whose entity ID 1040 is "1". That is, the player plays a game against an enemy game medium whose enemy game medium ID 1040 is "1". The team has the right to start the match twice.
[0100] The selection status 1050 includes information identifying whether the game content is unselected or selected. The game media whose selection status is "unselected" are stored in the memory. On the selection screen 520, the game media is displayed as unselected game media 523 and is set to be selectable. The game media whose selection status is "selected" are displayed on the mobile device 2 on the battle selection screen 52. At 0, it is displayed as a selected game medium 524 and is set to be unselectable.
[0101] The expiration date 1060 is the time when the information about the game content expires. In this example, the same time is stored for all game media as the deadline 1060. The mobile terminal 2 that has received the instruction to display the battle selection screen from the player receives the instruction until the time of the acquisition reaches the deadline 106 If the time has not passed 0, a match selection screen 520 including information about the game content is displayed. If the acquisition time has passed the deadline 1060, the mobile terminal 2 and a match selection information including information about the game media that are set as selectable. A selection screen 520 is displayed.
[0102] The time limit 1060 may be different for each game medium. The game media that first received a match selection screen display instruction after the game media expiration date 1060 The information about the game effect is associated with the information about the game effect and can be selected. will be done.
[0103] The deadline 1060 is the end of the game effect granting period 920 in the game effect table 900. This may be set to the same time as the time before the deadline 1060 arrives. Depending on the time when the match selection screen display instruction is acquired, the information about the game medium is To avoid having players with and without associated information about the In other words, fairness between players is guaranteed.
[0104] The deadline 1060 is the end of the game effect granting period 920 in the game effect table 900. For example, the deadline 1060 may be set to a time different from the time of the game effect table 9. The time may be set to a time earlier than the end time of the game effect granting period 920 of 00. The player can determine whether the game effect desired by the player is applied before or after the deadline 1060 has arrived. The game can be played repeatedly. For example, the deadline 1060 is , set to a time later than the end time of the game effect granting period 920 in the game effect table 900. This allows the player to play the game before the deadline 1060 arrives. If the battle selection screen 520 is not displayed during the effect granting period 920, the player's game media Information about the game effect will no longer be associated with information about the This increases the willingness to play competitive games. When a game effect that a player does not want is applied in a competitive game, the player: You can start the battle game after waiting for the game effect to be updated. 1060 is an example of a predetermined time.
[0105] FIG. 11 shows the data structure of a player table 1100 that manages information about players. 11 is a diagram showing an example. The player table 1100 contains information about each player. Regarding, player ID 1110, player name 1120, formation 1130, owned items 1140, possession points 1150, etc. are stored in association with each other.
[0106] The player ID 1110 is identification information for identifying a player. 120 is a character string set by the player that represents the player's name. 30 is the identification information of the player game medium included in the deck used by the player in the battle game. The player can change the player game contents included in the deck on the organization screen. The owned item 1140 is identification information of an item owned by the player. An item is something that has a specific effect in the game when possessed or used by a player. The possession item 1140 is, for example, a game medium that a player can generate in a battle game. By winning, the player will be awarded 1150 points. This information indicates the number of points a player has. Points are used to purchase items in the game. It is a game medium required to perform actions such as purchasing games. 50 is, for example, a bonus given to a player by winning a competitive game. It is granted.
[0107] FIG. 12 shows a player game content table 1 for managing information related to player game content. 12 is a diagram showing an example of the data structure of the player game content table 1200. Player game media ID 1210, name 1220, image 1230, parameters 1240, Type 1250 and the like are stored in association with each other.
[0108] The player game media ID 1210 is an identifier for uniquely identifying the player game media. The name 1220 is a character string representing the name of the player game content. Parameter 124 is the file name or path of an image representing the player game content. 0 is a parameter associated with the player game medium that affects the progress of the competitive game. be.
[0109] In the example shown in Fig. 12, a vitality value and an attacking power value are stored as parameters. is a parameter that affects the player's maximum physical strength. For example, is the total strength value of the player's game contents included in the deck. In the game, the number of enemy game contents that decreases when the player game contents take attacking actions. This is a parameter that affects the stamina value. For example, when the player takes an attack action, The strength value of the enemy game content that decreases when the enemy game content is defeated is equal to the attack strength value of the player game content. .
[0110] The type 1250 stores information that identifies the type of player game content. Type 1250 varies depending on whether the conditions regarding the player game medium are met. Used as a condition for the player game media when a game effect occurs .
[0111] FIG. 13 shows the data of the enemy game content table 1300 that manages information about enemy game content. 13 is a diagram showing an example of a data structure of the enemy game content table 1300. Enemy game media ID 1310, name 1320, image 1330, parameters 1340, time of restriction The time 1350, the number of participants 1360, and the benefits 1370 are stored in association with each other.
[0112] The enemy game content ID 1310 is identification information for identifying the enemy game content. 320 is a character string representing the name of the enemy game content. The parameter 1340 is the file name or path of the image associated with the enemy game content. In the example shown in FIG. 13, the parameters 1340 are the physical strength value and the attack value. The strength value is the strength value of the opponent game medium at the start of the battle game ( Attack power is the maximum strength value of an opponent game medium in a fighting game. This parameter affects the player's physical strength, which decreases when the enemy game content The player's physical strength value that decreases when an attack action is taken is equal to the attack power value of the enemy game medium. value.
[0113] The time limit of 1350 is the limit for the battle game when starting a battle game with an enemy game medium. In other words, the player has a time limit of 1350 from the start of the battle game. If you reduce the opponent's strength to zero before the time stored in the game has elapsed, you win the match. The number of participants 1360 is the number of players who can participate in a game against an enemy game medium. The upper limit is 1370. The bonus 1370 is awarded when the player wins a competitive game against an enemy game medium. The figure shows the type of benefit to be given to the player, the number of benefits to be given, and the probability of receiving the benefit. In the example shown, if a player wins a competitive game against an enemy game medium with an enemy game medium ID of "1," The player is awarded 100 points and has a 50% chance of winning the item. A is awarded to the player. In this case, the player ID 1110 is associated with the possession item 1140 or possession point 1150. It means that something can be linked.
[0114] FIG. 14(a) shows the data structure of a match table 1400 for managing information about match games. 14 is a diagram showing an example of the structure of the match table 1400. Match ID 1410, game media ID 1420, enemy game media ID 1430, starting player ID 1440, start time 1450, participating players and remaining stamina 1470, etc. are recorded in association with each other. It is remembered.
[0115] The battle ID 1410 is identification information for identifying a battle game. When a player inputs a command to display the battle game screen, the server process described below is executed. The game medium ID 1420 is stored by the game medium ID unit 33. The enemy game media ID 1430 is the game media ID of the game media selected by the player. This is the identification information of the enemy game media in a battle game, and is associated with the game media ID 1420. The starting player ID 1440 is the identification information of the opponent game content that has been started. The start time 1450 is the time when the player starts the competitive game. The start time 1450 is used to determine whether the remaining time limit for the match game has reached zero. Participating players are information about players playing a competitive game. The information about the participating players is stored in the participating player table for each game. The remaining strength of 1470 is stored as the remaining strength of the enemy game medium. is.
[0116] FIG. 14(b) is a diagram showing an example of the data structure of the participating player table 1460. The participating player table 1460 includes a player ID 1461, a deck 1462, and a score 1. 14(b) and the like are stored in association with each other. In the example shown in FIG. 14(a), the game ID 1410 is "1" and the associated 14 shows an example of the data structure of a participating player table 1460.
[0117] The player ID 1461 is identification information of the player playing the battle game. The players playing the game are the players who started the game and the players who started the game. The deck 1462 includes the other players who participated in the game. The player game media ID, stamina value, attack power value, etc. of the player game media included in the deck The player game media ID included in the deck 1462 is In the rule 1100, the player ID stored in the organization 1130 associated with the player ID It is the game medium ID. Also, the physical strength value and the attack power value included in the deck 1462 are for play In the player game medium table 1200, the parameters associated with the player game medium ID are the physical strength value and the attack power value stored in the meter 1240.
[0118] In addition, when a game effect for changing the parameters of the player game medium is applied in a对战 game, the physical strength value and attack power value of the player game medium of the player playing the对战 game are the physical strength value and attack power value changed by the game effect. In the example shown in FIG. 14(b) the game effect applied in the对战 game is the game effect with the game effect ID of "2". And in the example shown in FIG. 9, the game effect with the game effect ID of "2" is [[ID=佃]] a game effect in which the parameters of the player game medium are multiplied by 1.5. Therefore, in the example shown in FIG. 14(b), the parameters of the player game medium in the deck 1462 are multiplied by 1.5 (×1.5) by the application of the game
[0119] The score 1463 is the cumulative value of the scores obtained by the player in the对战 game. The privilege 1464 stores the content of the privilege given to the player when winning the对战 game, the number of grants or the grant probability. In addition, when a game effect is applied in the对战 game the content of the privilege, the number of grants or the grant probability are the content of the privilege changed by the game effect and the number of grants or the grant probability.
[0120] Note that the above-mentioned multiple tables may be stored by being appropriately divided or combined. Also the information stored in the table can be arbitrarily changed within the range of realizing the operation of the present invention. For example, in the match table 1400, the game effect related to the match game can be displayed. In other words, in the match table 1400, the game media Instead of the body ID 1420, a game effect ID may be stored. In 0, instead of the start time 1450, the time when the remaining time limit becomes zero or the remaining time limit The time may be stored.
[0121] Returning to FIG. 8, the server processing unit 33 executes the following in accordance with a computer program (software): One or more processors that operate, one or more processors that execute at least some of the various processes, is a circuit (Circuit) that includes multiple dedicated hardware circuits, or a combination of them. The server processing unit 33 controls the overall operation of the server 3. The server processing unit 33 controls the server storage unit 32. Executes various information processing procedures in an appropriate manner based on programs stored in the The server processing unit 33 controls the operation of the server communication unit 31. Operating system programs, driver programs and applications The server processing unit 33 executes various information processing based on the programs. The programs can be executed in parallel.
[0122] (Description of the terminal processing unit 25 and the server processing unit 33) The device processing unit 25 of the mobile device 2 and the server processing unit 33 of the server 3 will be described below. First, the terminal processing unit 25 will be described.
[0123] As shown in FIG. 4, the terminal processing unit 25 includes a storage processing unit 251, an acquisition unit 252, and a game a game medium acquisition unit 253, a battle progression unit 254, a participation request unit 255, and a display control unit 256. Each of these units is a program executed by a processor included in the device processing unit 25. Alternatively, each of these parts may be implemented by firmware and The above-mentioned function may be implemented in the mobile terminal 2.
[0124] The storage processing unit 251 acquires data stored in the server 3 via the terminal communication unit 21. For example, the storage processing unit 251 stores the player game media table By acquiring the game media table 1200 and the enemy game media table 1300, the player The storage processing unit 251 acquires information about the game medium and information about the enemy game medium. The data is then transferred when a certain condition is met (for example, when a game application is started). When the server 3 receives an update notification, or when the server 3 receives an update notification, the information may be acquired periodically (for example, For example, every hour). Note that some or all of the above data may be acquired by the game app. It may be stored in the terminal storage unit 22 as part of the application.
[0125] The acquisition unit 252 acquires a match selection screen display instruction. The instruction to display the battle selection screen 520 is, for example, On the screen 510, the player selects a battle selection screen display instruction object 512. and is obtained by
[0126] The acquisition unit 252 also acquires a fighting game screen display instruction. is an instruction to display the battle game screen 610. The battle game screen display instruction is, for example, For example, when a player selects an unselected game medium 523 on the battle selection screen 520, The battle game screen display instruction is acquired by the selected unselected game medium 523. Includes the game media ID.
[0127] The acquisition unit 252 also acquires a battle progress instruction. The battle progress instruction is used to progress the battle, The battle progress instruction is an instruction to update the battle game screen 610 according to the progress of the battle. For example, in the battle game screen 610, a player may perform an attack action on the player game medium. The match progress instructions contain information about the progress of the match. The information regarding the progress of the battle may be, for example, information regarding the player game contents that have taken an attacking action. This is information that identifies the
[0128] The acquisition unit 252 also acquires a battle participation screen display instruction. This is an instruction to display the battle participation screen 710. The battle participation screen display instruction is, for example, On the battle selection screen 520, the player selects the battle participation screen display instruction object 522. It is obtained by
[0129] The acquisition unit 252 also acquires a battle participation request instruction. The request to join a match is an instruction for a player to join a match game being played. When the player selects the battle display area 711 on the battle participation screen 710, will be acquired.
[0130] In response to the acquisition unit 252 acquiring the battle selection screen display instruction, the game media acquisition unit 253 The game media information transmission request is transmitted to the server 3 via the terminal communication unit 21. The medium transmission request includes the acquisition time when the acquisition unit 252 acquired the battle selection screen display instruction and the mobile terminal The player ID of player 2 is included.
[0131] Furthermore, the game media acquisition unit 253 receives information about the game media via the terminal communication unit 21. The game content acquisition unit 253 receives the information about the received game content from the server 3. is stored in the game media table 1000 of the terminal storage unit 22.
[0132] In response to the acquisition unit 252 acquiring the battle game screen display instruction, the battle progression unit 254 For example, the battle progression unit 254 may The game medium ID 1010 included in the battle game screen display instruction is referenced. The associated game effect ID 1020 and enemy game media ID 1030 are obtained. The match progress unit 254 then stores the player table 1100 in the terminal storage unit 22 and the player game The media table 1200 is referenced to obtain information about the player's deck. For example, the information about the player game media included in the player's deck may be The game media ID 1210 and the parameters 1240 are then entered. With reference to the game content table 1300, information on the bonus and information on the enemy game content are Next, the match progression unit 254 acquires the game medium ID 1010 and the acquired game Effect ID 1020, information about enemy game media, information about decks and information about benefits A request to start a match including the information is sent to the server 3.
[0133] Next, the battle progression unit 254 sends a battle start notification (described later) via the terminal communication unit 21. The match progress unit 254 receives the match start notification from the server 3. The information regarding the progress of the match is stored in the match table 1400 in the terminal storage unit 22. The game progress section 254 starts the competitive game. In this case, the game media table 1000 is referenced, and the game media included in the battle game screen display instruction is The selection status 1050 associated with the entity ID 1010 is set to selected. The battle progress unit 254 receives information about the game medium selected by the battle game screen display instruction. Set to unselectable.
[0134] In addition, the battle progression unit 254 executes a battle progression command in response to the acquisition unit 252 acquiring the battle progression command. For example, the battle progression unit 254 may determine whether or not a battle is being played based on the attacking actions of the player game contents. When the match progress instruction is acquired, the participating player table 1400 60 to obtain the attack power value of the player game medium that performed the attack action. The battle progress unit 254 determines the remaining points on the battle table 1400 according to the attack power value of the player's game content. This reduces the enemy's health by 1470 and increases their score by 1463. The match progress unit 254 then updates the stamina value of the game medium and the player's score. Then, battle progress information is generated that includes the stamina value of the enemy game content and the player's score. The battle progression unit 254 then sends the generated battle progress information to the server 3 via the terminal communication unit 21. Believe.
[0135] The match progression unit 254 also receives match update information, which will be described later, from the server 3. The unit 254 stores the information stored in the terminal storage unit 22 based on the information included in the received match update information. For example, the match progression unit 254 updates the match table 1400. 00's remaining strength 1470 and score 1463 are updated. will proceed with the competitive game.
[0136] In addition, the battle progression unit 254 transmits the battle result information (to be described later) to the server via the terminal communication unit 21. The battle progress unit 254 receives the information about the benefits included in the received battle result information. For example, the match progression unit 254 updates the player table 1100 based on the information. The owned items 1140 and owned points 1150 in the layer table 1100 are updated. As a result, the match progression unit 254 grants a bonus to the player. is an example of the match start section.
[0137] In response to the acquisition unit 252 acquiring the battle participation screen display instruction, the participation request unit 255: The participation request unit 255 requests information about available competitive games from the server 3. For example, the participation request unit 255 The terminal 20 transmits a participation available fighting game information request to the server 3 via the terminal communication unit 21 .
[0138] In addition, the participation request unit 255 transmits information about participating competitive games to the server via the terminal communication unit 21. The available battle game information includes the battle ID and the The game effect ID includes at least the game effect ID. This is an example of the information provided.
[0139] In addition, in response to the acquisition unit 252 acquiring a battle participation request instruction, the participation request unit 255 , and sends a battle participation request to the server 3. The battle participation request includes at least the battle ID and the player ID. The participation request unit 255 also includes information about the player's deck via the terminal communication unit 21. The server 3 then receives participation availability information from the server 3. The participation availability information includes the information of the player who has sent the battle participation request. The information includes information for identifying whether or not a player can participate in the competitive game. If so, it contains information about the competitive game.
[0140] The display control unit 256 controls the display unit 24 to display the menu screen 510. For example, In response to the game application being launched, the display control unit 256 displays a menu screen. Display face 510.
[0141] In addition, the display control unit 256 controls the display unit 24 to display the match selection screen 520. For example, the display control unit 256 may receive information about the game media when the game media acquisition unit 253 receives information about the game media. In response to this, the display control unit 256 displays the battle selection screen 520. If the selection status included in the information about the game medium received by the acquisition unit 253 is "unselected," Then, the battle selection screen 520 including an object representing the unselected game content 523 is displayed. In addition, the display control unit 256 displays the information about the game media received by the game media acquisition unit 253. If the included selection state is "selected," an object representing the selected game content 524 is The game selection screen 520 including the game selection screen 520 is displayed. This is an example of displaying information about the media.
[0142] In addition, the display control unit 256 controls the display unit 24 to display a fighting game screen 610. For example, when the battle progression unit 254 receives a start notification from the server 3, the display control unit 256 In response to the above, the display control unit 256 displays the battle game screen 610. For example, Refer to the player table 1100 and the player game media table 1200 in section 22. The display control unit 25 acquires an image of the player game media included in the deck of the layer. 6 refers to the enemy game content table 1300 in the terminal storage unit 22, and The display control unit 256 acquires the image of 1300 and the time limit information. A battle game screen including an image of the layer game medium, an image of the opponent game medium, and time limit information Show 610.
[0143] The display control unit 256 also controls the participation request unit 255 to receive a request from the server 3 to allow the player to participate in the competitive game. In response to receiving participation information including information identifying the participation, Display face 610.
[0144] In addition, the display control unit 256 controls the display unit 24 to update the competitive game screen 610. For example, the display control unit 256 may receive battle update information from the server 3 when the battle progression unit 254 receives battle update information. In response to this, the display control unit 256 updates the battle game screen 610. Based on the information contained in the update, the remaining stamina of the match table 1400 has been updated to 1470. In this case, the display of the enemy strength gauge area 614 is updated to The display control unit 256 updates the battle progress information when the battle progress unit 254 sends the battle progress information to the server 3. When the data is transmitted, the competitive game screen 610 may be updated.
[0145] Furthermore, the display control unit 256 controls the display unit 24 to display the battle participation screen 710 . For example, the display control unit 256 may receive the participation request information from the server 3 when the participation request unit 255 receives the participation request information from the server 3. In response to receiving the message, the battle participation screen 710 is displayed. 10 is an example of a screen requesting participation in a competitive game.
[0146] In addition, the display control unit 256 controls the display unit 24 to display the participation denial notification screen 720. For example, the display control unit 256 receives a request from the server 3 to participate in the competitive game from the participation request unit 255. In response to receiving a participation notification containing information identifying the inability to participate, The OK notification screen 720 is displayed.
[0147] Next, the server processing unit 33 will be described.
[0148] As shown in FIG. 8, the server processing unit 33 includes a game content setting unit 331 and a match update unit 332. The server processor 332, the participation processor 333, and the result generator 334 are included. The function module is realized by a program executed by the processor of the management unit 33. Alternatively, each of these units may be implemented in the server 3 as firmware.
[0149] The game media setting unit 331 receives a game media information transmission request from the mobile terminal 2. The game media setting unit 331 then refers to the game media table 1000 in the server storage unit 32. The game media information transmission request includes the game media associated with the player ID 1030. Next, the game media setting unit 331 receives a game media information transmission request. The acquisition time included in the request is before the expiration date 1060 of the information on the acquired game content. Determine whether or not
[0150] If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 Then, the selection status 1050 of the information about the acquired game content is set to "unselected." If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 , referring to the game effect table 900 in the server storage unit 32, the acquired time is determined to be the game effect granting period. It is determined whether the value is included in the interval 920.
[0151] If it is determined that the acquisition time is included in the game effect granting period 920, the game medium setting unit 331 is information on a game effect selected from information on a plurality of game effects For example, the game content setting unit 331 associates the acquired time A predetermined number (for example, 1 Select one of the game effects and the game effect of the selected game effect. The game effect grant period 92 for multiple game effects is acquired. If the value is 0, the game content setting unit 331 randomly selects information about the game effect. Alternatively, information regarding a game effect predetermined for each game medium may be selected. Next, the game media setting unit 331 sets the acquired game effect ID 910 to the game media The game effect ID is stored as the game effect ID 1020 in the game content table 1000. If information about multiple game media is stored in 1000, the game media setting unit 3 31 provides information on the selected game effect for each of the pieces of information on multiple game media. The information is associated with information about the game medium.
[0152] In addition, if it is determined that the acquisition time is not included in the game effect granting period 920, The body setting unit 331 does not associate information about the game effect with information about the game content.
[0153] Next, the game content setting unit 331 updates the expiration date 1060 of the game content. For example, The game media setting unit 331 sets a plurality of predetermined deadlines (for example, 10:59 each day) The deadline 1060 is updated by storing the nearest deadline among the deadlines as the deadline 1060. Next, the game content setting unit 331 acquires information about the updated game content. Next, the game media setting unit 331 receives the acquired game media via the server communication unit 31. The information is transmitted to the mobile terminal 2.
[0154] By doing this, the game content setting unit 331 can Every time the acquisition unit 252 acquires a battle selection screen display instruction, the game that is set to be unselectable is The information about the medium is set to be selectable. 10 is an example of a game effect imparting unit.
[0155] The deadline 1060 does not have to be associated with the game content. After the designated update time (for example, 10:59 each day) has passed, the game media setting unit 331 When the first game media display request is received, the game media setting unit 331 sets the game media as unavailable for selection. The information about the set game content is set to be selectable. When time has passed, the game content setting unit 331 performs the following operations related to the game content that has been set as unselectable. The information to be displayed may be set to be selectable.
[0156] The match update unit 332 stores information about the match. The battle update unit 332 receives a battle start request from the portable terminal 2 via the server communication unit 31. The match ID 1410 is associated with the information about the match game included in the received match start request. The information about the opponent game medium is recorded in the match table 1400 in the server storage unit 32. The match update unit 332 also stores information about the decks included in the received match start request. Next, the match update unit 332 acquires the information about the match game and the information about the benefit. When a game effect is applied, refer to the Game Effect Table 900 and check the information on the deck. Next, the match update unit 332 updates the information about the deck and the information about the bonus. The information about the prizes and the prizes is stored in the participating player table 1460. 2 generates a match start notification including a match ID 1410 and information about the match game. Then, the match update unit 332 sends a match start notification to the portable terminal 2 via the server communication unit 31. Believe.
[0157] In addition, the match update unit 332 updates information related to the match. For example, the match update unit 332 receives the battle progress information from the mobile terminal 2 via the server communication unit 31. The update unit 332 updates the battle progress information stored in the server storage unit 32 based on the received battle progress information. For example, the match update unit 332 refers to the match table 1400. By checking the information, the battle game corresponding to the battle ID 1410 included in the battle progress information is identified. In this case, the match update unit 332 updates the remaining stamina 1470 associated with the identified match game. and score 1463 are updated based on the information included in the battle progress information. The match update unit 332 updates information related to the match.
[0158] The match update unit 332 also stores the updated match table 1400 as match update information. The match update unit 332 transmits the match update information to the mobile terminals 2 of the players participating in the match game. The battle update information does not need to be sent to the mobile terminal 2 that sent the battle progress information.
[0159] The participation processing unit 333 provides information about the competitive games that can be participated in. For example, The management unit 333 receives a participation-available fighting game information request from the mobile terminal 2 via the server communication unit 31. Next, the participation processing unit 333 receives the match table stored in the server storage unit 32. 1400, and extracts information about a predetermined number of available competitive games. A competitive game is a competitive game that has not yet finished and has not yet reached the maximum number of players. A game that has not finished is one where the remaining time is not zero, In addition, it is a fighting game in which the remaining vitality value of the enemy game medium is not zero. If the number of war games exceeds a predetermined number, the participation processing unit 333 determines whether the start time 1450 is the start time of the participation game. A predetermined number of competitive games may be extracted in order of the time when the available competitive game information request was received. .
[0160] Next, the participation processing unit 333 sends information about the extracted competitive game via the server communication unit 31. The information is transmitted to the mobile terminal 2 as participation-available fighting game information. The management unit 333 provides information about available competitive games.
[0161] The participation processing unit 333 also executes a process for participating in a competitive game. 333 receives a participation request from the mobile terminal 2b via the server communication unit 31. The participation processing unit 333 refers to the match table 1400 stored in the server storage unit 32 and The game corresponding to the game ID 1410 included in the joining request is identified. The unit 333 determines whether or not the identified competitive game is a competitive game that can be participated in.
[0162] If it is determined that the game is a competitive game that can be participated in, the participation processing unit 333 The player's player ID is stored in the participating player table 1460 of the match table 1400. Next, the participation processing unit 333 receives information about the deck of the player included in the received participation request. The information about the game content to be played and the information about the opponent game content in the competitive game are then acquired. When a game effect is applied in a competitive game, the processing unit 333 stores the game effect in the game effect table 9. Refer to 00 and change the information about the deck and the benefits. Next, the participation process The section 333 stores information about the deck and information about the benefits in the participating player table 1460. Next, the participation processing unit 333 identifies whether or not participation in the competitive game is possible. and whether or not to participate, including information about the match game stored in the match table 1400. Generate information.
[0163] If it is determined that the game is not a game that the player can participate in, the participation processing unit 333 Participation possibility information including information identifying that participation is impossible is generated. The management unit 333 transmits the generated participation information to the mobile terminal 2.
[0164] The result generation unit 334 determines whether the competitive game has ended. 34 refers to the match table 1400 stored in the server storage unit 32, and If the stamina value is zero, or the remaining time limit is zero based on the start time 1450 If it is determined that the game has ended, it is determined that the game has ended.
[0165] Furthermore, when it is determined that the competitive game has ended, the result generating unit 334 generates the competitive result information. For example, when it is determined that the competitive game has ended, the result generation unit 334 transmits the result of the competitive game. Refer to table 1400 and calculate the winnings for each player who played the match game. The ranking is determined based on the score. Also, if a player wins a match game, The result generation unit 334 refers to the participating player table 1460 of the match table 1400, The result generation unit 334 then acquires the details of the bonus and the number or probability of the bonus. The result generating unit 334 then determines the type and number of benefits to be awarded based on the probability. The player table 1100 is updated based on the information about the rewards received. The generation unit 334 transmits the match result information including the determined ranking and the contents of the benefit to the participants of the match game. The information is transmitted to the mobile terminal 2 of the player.
[0166] 15 and 16 are flow charts showing an example of a competitive game process in the game system 1. In the example shown in FIGS. 15 and 16, the mobile terminal 2a starts the competitive game. The mobile terminal 2b is the mobile terminal of the player, and the mobile terminal 2c is the mobile terminal of the other player participating in the competitive game. This is mobile terminal 2.
[0167] 15 will be explained. First, the acquisition unit 252 of the mobile terminal 2a receives a battle selection screen display instruction. Next, the game content acquisition unit 253 of the mobile terminal 2a acquires the game content information (S1501). The server 3 then transmits a game media information transmission request to the game media setting unit 331. The game media setting process is executed (S1503). Next, the game content setting unit 331 sends information about the game content to the mobile terminal 2. Next, the display control unit 256 of the portable terminal 2a displays the battle selection screen 520. (S1505).
[0168] Next, the acquisition unit 252 of the mobile terminal 2a acquires a fighting game screen display instruction (S15 11). Next, the battle progression unit 254 of the mobile terminal 2a sends a battle start request to the server 3. Next, the match update unit 332 of the server 3 executes a match start process (S1513). The match start process will be described later. The display control unit 256 of the mobile terminal 2a then sends a start notification to the mobile terminal 2a. The game screen 610 is displayed (S1515).
[0169] Next, the acquisition unit 252 of the portable terminal 2a acquires a battle progress instruction (S1521). Then, the battle progression unit 254 of the portable terminal 2a executes the battle progression process (S1523). The battle progression process will be described later. The battle game screen 610 is updated (S1525). The server 3 then updates the match progress information. The battle table 1400 is updated (S1527).
[0170] Next, a description will be given of Fig. 16. The acquisition unit 252 of the mobile terminal 2b acquires a battle participation screen display The participation request unit 255 of the mobile terminal 2b receives the instruction (S1601). The server 3 then transmits a competitive game information request to the server 3. Then, the participation processing unit 333 of the server 3 A battle extraction process is executed (S1603). The battle extraction process will be described later. The participation processing unit 333 of the server 3 transmits the participation-available fighting game information to the mobile terminal 2b. Next, the display control unit 256 of the portable terminal 2b displays the battle participation screen 710 (S160 5).
[0171] Next, the acquisition unit 252 of the portable terminal 2b acquires a battle participation request instruction (S1611). Next, the participation request unit 255 of the mobile terminal 2b sends a participation request to the server 3. Then, the participation processing unit 333 of the server 3 executes participation determination processing (S1613). The determination process will be described later. Next, the participation processing unit 333 of the server 3 determines whether or not participation is possible. Then, the information that identifies whether or not participation is possible is transmitted to the mobile terminal 2b. If the content is included, the display control unit 256 of the mobile terminal 2b displays the battle game screen 610. (S1615).
[0172] Next, the acquisition unit 252 of the portable terminal 2b acquires a battle progress instruction (S1621). Then, the battle progression unit 254 of the portable terminal 2b executes the battle progression process (S1623). Then, the display control unit 256 of the portable terminal 2b updates the battle game screen 610 (S162 5) Next, the battle progression unit 254 of the mobile device 2a transmits the battle progress information to the server 3. Next, the match update unit 332 of the server 3 updates the match table 1400 (S162 7) Then, the match update unit 332 of the server 3 transmits the match update information to the mobile terminal 2a. Next, the match progress unit 254 of the mobile terminal 2a updates the match table 1400, and The display control unit 256 of the terminal 2a updates the competitive game screen 610 (S1629).
[0173] In addition, in the above-mentioned battle progress process (S1623), when the battle is over, the server 3 The match update unit 332 executes the result generation process (S1631). Next, the match update unit 332 of the server 3 updates the match result information to the mobile terminal 2. Then, the mobile terminal 2a and the mobile terminal 2b are connected to the battle progress section 2. 54 grants a bonus to the player, and the display control unit 256 of the mobile terminal 2a and the mobile terminal 2b A battle result screen is displayed (S1633), and the series of processes is terminated.
[0174] FIG. 17 is a flow diagram showing an example of the game content setting process. The medium setting unit 331 refers to the game medium table 1000 stored in the server storage unit 32. The game media information transmission request includes the game media associated with the player ID 1030. Next, the game content setting unit 331 acquires information about the game content (S1701). The acquisition time included in the media information transmission request is the expiration date 1060 of the information about the acquired game media. If the acquisition time is before the expiration of the time limit 1060, it is determined whether or not the acquisition time is before the expiration of the time limit 1060 (S1703). If it is determined that the above has been done (S1703-Yes), the series of processes ends.
[0175] If it is determined that the acquisition time is not before the expiration of the time limit 1060 (S1703-No), The game medium setting unit 331 sets the selection status 1050 of the acquired information about the game medium to “unselected.” ", the game media is set to be selectable (S1705). The game medium setting unit 331 refers to the game effect table 900 stored in the server storage unit 32. It is determined whether the acquisition time is included in the game effect granting period 920 (S1707). If it is determined that the acquisition time is included in the game effect granting period 920 (S1707-Ye s), the game media setting unit 331 selects from the information about the game effects. The information about the game effect is associated with the information about the acquired game medium (S1709). Next, the game content setting unit 331 updates the expiration date of the game content (S1711), The process ends.
[0176] 18 is a flow diagram showing an example of the match start process. The game update unit 32 receives a game start request from the mobile terminal 2a (S1801). 332 associates a match ID with information about the match game included in the received match start request. The match update unit 332 then stores the received Obtain information about the deck and benefits included in the received match start request (S 1805). Next, the match update unit 332 updates the game effect to be applied in the match game. If so, the information about the deck and the information about the bonus are changed (S1807). The battle update unit 332 updates the participating player table 1 with information about the deck and information about the benefits. 460 (S1809). Next, the match update unit 332 stores the match ID and the match game A battle start notification including information about the above is generated (S1811), and the series of processes is terminated.
[0177] 19 is a flow diagram showing an example of the battle progression process. The mobile terminal 2 acquires a battle progress instruction (S1901). determines whether the acquired battle progress instruction is related to the attack action of the player game medium. If the battle progress information is related to the attacking actions of the player's game content, the If it is determined that there is a match (S1903-Yes), the match proceeding unit 254 00 and obtain the attack power value of the player's game content (S1905). The progression unit 254 adjusts the strength of the opponent game medium in the battle table 1400 according to the acquired attack strength value. The power value 1480 is decreased and the score in the participating player table 1460 is increased (S19 07). Next, the match progression unit 254 creates a match progression report containing information about the updated match game. Line information is generated (S1909), and the series of processes ends.
[0178] 20 is a flow diagram showing an example of the battle extraction process. 33 receives a participation available fighting game information request from the mobile terminal 2b via the server communication unit 31. Next, the participation processing unit 333 receives the corresponding information stored in the server storage unit 32 (S2001). The game table 1400 is referenced to extract information about the available games (S200 3) Next, the participation processing unit 333 determines whether the number of pieces of information about the extracted competitive game reaches a predetermined number. It is determined whether the number of pieces of information relating to the competitive game exceeds a predetermined number (S2005). If it is determined that the extracted pair is included (S2005-Yes), the participation processing unit 333 Information about a predetermined number of battle games is further extracted from the information about the battle games (S200 7) Next, the participation processing unit 333 extracts information about the predetermined number or less of the competitive games. Then, the CPU 10 generates information about available competitive games (S2009), and the series of processes ends.
[0179] 21 is a flow diagram showing an example of the joining process. First, the joining process unit 333 of the server 3 receives a participation request from the mobile terminal 2b via the server communication unit 31 (S2101). Next, the participation processing unit 333 refers to the match table 1400 stored in the server storage unit 32. Then, the participation processing unit 2103 identifies the competitive game included in the participation request by checking the participation request. 333 determines whether the identified competitive game is available for participation (S2105). If it is determined that the war game is available for participation (S2105-Yes), the participation processing unit 333 The player acquires information about the player's deck and information about the bonus (S2107). In this case, if a game effect is associated with the competitive game, the participation processing unit 333 Next, the participation processing unit 33 changes the information about the participation and the information about the benefit (S2109). 3. Information about the deck and the benefits are shared with the participating players of the match table 1400. The participation processing unit 333 then stores the information in the table 1460 (S2111). and information about the stored competitive game. Participation information is generated (S2113), and the series of processes ends.
[0180] If it is determined that the competitive game is not available for participation (S2105-No), the participation processing unit 33 3 generates participation possibility information including information identifying that participation in the competitive game is impossible (S2115), and the series of processes ends.
[0181] 22 is a flow diagram showing an example of the result generation process. First, the result generation unit 3 of the server 3 34 refers to the match table 1400 stored in the server storage unit 32 and It is determined whether the competitive game has ended (S2201). If the answer is "Yes" in step S2201, the result generation unit 334 refers to the match table 1400 and The ranking of each player is determined (S2203). If it is determined that there is no such person (S2201-No), the result generation unit 334 ends the series of processes. Next, the result generation unit 334 determines whether the player has won the competitive game. (S2205). If it is determined that the player has won the competitive game (S2205-Ye s), the result generation unit 334 refers to the participating player table 1460 of the match table 1400. The content of the benefit and the number or probability of the benefit are obtained (S2207). If it is determined that the game has not been won (S2205-No), the process proceeds to S2211. The result generation unit 334 determines the content and number of the benefits based on the probability of the benefits being awarded (S 2209). Next, the result generation unit 334 generates a result including the determined ranking, the contents of the benefit, and the number of benefits awarded. Then, the CPU 11 generates the battle result information including the result of the battle (S2211), and the series of processes ends.
[0182] As described above, the game system according to the present invention is a game system in which multiple players participate. A game device for executing a game, comprising: information about a game medium and information about a plurality of game effects; a terminal storage unit (22) for storing information relating to the game content to be displayed by the player; The acquisition unit 252 acquires the instruction, and the acquisition time when the display instruction is acquired is the game effect granting period 92 0, and if it is determined that the acquisition time is included in the game effect granting period 920, If so, information on a selected game effect from among information on multiple game effects a game medium setting unit 331 that associates the game medium with information about the game medium; A display unit 24 for displaying information and a display unit for allowing a player to select information about the displayed game content. In response to the selected match start command, the player and other players can participate in the selected game. A competitive game in which information on game effects associated with information on a medium is associated When other players join the game, information about the game effect becomes relevant. and a match progression unit 254 that progresses the match game. By doing so, the game device according to the present invention increases the player's motivation to continue playing the game. Furthermore, the game system according to the present invention can provide a plurality of game effects. The information relating to the game effect selected from the information is applied in the competitive game. This makes it possible to provide a variety of competitive games more easily within limited resources. It is called Noh.
[0183] In addition, in the game system according to the present invention, the battle progression unit 254 The game medium setting unit 331 sets information about the selected game medium as unselectable. After the expiration date of the information on the game medium has arrived, the acquisition unit 252 first displays the battle selection screen. Each time an instruction is received, information about the game media that has been made unavailable is made available. In this way, the player can easily check the expiration date 1060 of the information on the game content. The game will be activated because you will be trying to enter the command to start the match before starting.
[0184] In the game system according to the present invention, the end time of the game effect granting period 920 is The expiration date 1060 of the information about the game medium may be the same as the expiration date 1060 of the information about the game medium. All users who input the match selection screen display command before the expiration date of the information on the game media The information about the game effect is linked to the information about the game medium of all players. This ensures fairness between players.
[0185] In addition, in the game system according to the present invention, other players can view the battle participation screen 710. The player can participate in the competitive game in response to a participation request from another player by operating the player. The participation screen 710 includes information about game effects that are applied in the competitive game. In this way, other players can see the battle participation screen 710 and It is now possible to select and participate in a competitive game that has a desired game effect associated with it, making it convenient. Sexuality improves.
[0186] In the game system according to the present invention, the progress of the battle between the mobile terminal 2a and the mobile terminal 2b After the end of the competitive game, the execution unit 254 transmits information about the benefit to the player and the other players. In this way, players can play competitive games to receive benefits. This will increase your motivation to start and make the game more lively.
[0187] In the game system according to the present invention, the player and the other players information relating to the selected game media from among information relating to the player game media associated with the The information about the game effect is used to participate in the game. Depending on whether or not a predetermined condition regarding the player game medium is satisfied, different predetermined games are By doing so, the player can choose to take action to fulfill a predetermined condition. Players must select the game media they want to use in the war game, which improves the strategic nature of the game. do.
[0188] In addition, in the game system according to the present invention, the content of the game effect is related to other players. The information about the associated benefits may be changed. Players can choose to participate in competitive games to receive more or different rewards. This will increase your motivation to continue playing the game.
[0189] In addition, in the game system according to the present invention, the information on the player game content is Each of these is associated with information about the progress of the competitive game, and the content of the game effect is determined by the parameters. In this way, the player can change the information about the battle game. Players can now select and participate in competitive games to gain an advantage in the game, and the game continues. Motivation improves.
[0190] (Variation 1) Note that information about multiple game effects may be associated with any of multiple groups. Then, the game media acquisition unit 253 acquires the game effect information from among the plurality of pieces of information related to the game effect. Information regarding game effects associated with the selected group according to information about the game medium Any of the information may be associated with information about the game medium.
[0191] For example, the server storage unit 32 may store, instead of the game effect table 900, a game effect table 2300 for managing information about the group to which the game effect belongs; The game effect group table 2400 for managing information is stored.
[0192] FIG. 23 shows the data structure of a game effect table 2300 for managing information related to game effects. 1 is a diagram showing an example of a structure. Note that the same components as those described above are denoted by the same reference numerals. The game effect table 2300 contains the following information for each game effect: , game effect ID 910, group ID 2310, game effect grant period 920 and game The effect contents 930 and the like are stored in association with each other.
[0193] The group ID 2310 is an identifier for identifying the group to which the game effect is associated. Each game effect is associated with one of several groups. In the example shown in 3, the identification information of at least two groups is stored, and each group The group effect is associated with one of the two groups. Each game effect may be associated with multiple groups.
[0194] In the example shown in FIG. 23, the group ID 2310 is "2". The game effect content 930 of the assigned game effect is the group whose group ID 2310 is "1". The effect amount is larger than the game effect content 930 of the game effect associated with the group. For example, The game effect content 930 of the game effect whose game effect ID 910 is "9" is " The effect of this game is that the number of points awarded will be doubled. The content is the same as the game effect content 930 of the game effect whose game effect ID 910 is "1". However, the amount of change is determined by the game effect ID 910. is set to be larger than the game effect of "1", and players can receive more benefits. That is, the group ID 2310 is "2". The attached game effect is associated with the group whose group ID 2310 is "1". This includes game effects that are more advantageous to the player than the game effects that were previously awarded.
[0195] Figure 24 shows the game effect group that manages information about the group to which the game effect belongs. FIG. 24 is a diagram illustrating an example of the data structure of the game effect group table 2400. 00, for each group, a group ID 2410 and a condition 2420 are mutually is stored in association with
[0196] Group ID 2410 is identification information for identifying the group to which the game effect belongs. The condition 2420 represents the condition for selecting the associated group. In the example shown, the condition 2420 is set to a group whose group ID 2410 is "1". The group ID 2420 is "Enemy Game Media ID: 1". For the group where 2410 is "2", the condition 2420 is "enemy game media ID: 2 or 3 That is, the group whose group ID 2410 is "1" is The enemy game medium whose ID is "1" is associated with the game medium. It is also selected when the group ID 2410 is "2". The group is associated with enemy game media whose enemy game media ID is "2" or "3." This is selected when associating information about game effects with the selected game content.
[0197] Note that the condition 2420 is not limited to the enemy game medium ID. Different groups are selected depending on the enemy game media's health value associated with the media. Also, a different group may be selected for each game medium ID of the game medium. In addition, the type of enemy game content associated with the game content may be set to A different group may be selected depending on a parameter such as an attack power value.
[0198] The game media setting unit 331 receives a game media information transmission request from the mobile terminal 2. The game media setting unit 331 then refers to the game media table 1000 in the server storage unit 32. and the game content associated with the player ID included in the game content information transmission request. Next, the game media setting unit 331 acquires the information included in the game media information transmission request. Whether the acquisition time is before the expiration date 1060 of the information about the acquired game media has elapsed. Determine the following.
[0199] If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 Then, the selection status 1050 of the information about the acquired game content is set to "unselected." If it is determined that the acquisition time is not before the expiration of the time limit 1060, the game media setting unit 331 , referring to the game effect table 2300, and determining whether the acquisition time is included in the game effect granting period 920. Determine whether or not
[0200] If it is determined that the acquisition time is included in the game effect granting period 920, the game medium setting unit 331 selects one of a plurality of groups according to information about the game medium. For example, the game media setting unit 331 refers to the game media table 1000 in the server storage unit 32. Then, the game content setting unit 331 retrieves information about the game content from the server record. The game effect group table 2400 in the memory unit 32 is referenced, and the acquired game content is A group ID 2410 whose information satisfies the condition 2420 is selected.
[0201] Next, the game content setting unit 331 refers to the game effect table 2300 and selects the selected Selected game effects from information about game effects associated with the group For example, the game content setting unit 331 associates the information related to the game content with the information related to the game content. , from the game effect table 2300, associated with the selected group ID 2310 Next, the game content setting unit 331 acquires information about the game effect. Game effect ID 910 of information about game effects is related to the information about the acquired game medium. wear.
[0202] In this way, information about multiple game effects is associated with one of multiple groups. Then, the game content acquisition unit 253 selects the game content according to the information about the game content. Information about selected game effects from among the information about game effects associated with the group. The information to be displayed is associated with information about the game content. This allows different information to be displayed depending on the game content. It will be possible to link the game effects of each game, and a variety of fighting games will be offered for each game medium. This increases the player's motivation to improve their game.
[0203] (Variation 2) It should be noted that information relating to multiple game effects may be associated with a predetermined priority. The game media setting unit 331 then selects information about a plurality of game effects based on a predetermined priority. and associate the information about the game medium with the information about the game effect. .
[0204] For example, the server storage unit 32 may store a game effect table instead of the game effect table 900. Remember rule 2500.
[0205] FIG. 25 shows the data structure of a game effect table 2500 for managing information related to game effects. 25 is a diagram showing an example of the structure of the game effect table 2500. 2, a game effect ID 910, a game effect granting period 920, a game effect content 930, and granting The probability 2510 is stored in association with each other. information about the game effect selected from the plurality of game effects; This represents the probability that multiple games associated with the same game effect grant period will be The probability of granting a number of game effects is stored so that the total sum is 100%. Probability 2510 is an example of a predetermined priority.
[0206] The game effect setting unit 331 uses the game effect table 250 stored in the server storage unit 32. 0, and the acquisition time included in the game media information transmission request is within the game effect granting period 920. Then, the game content setting unit 331 acquires information about the game effects included in the game content. Based on the probability of receiving information about each game effect (2510), Next, the game media setting unit 331 selects one of the pieces of information to be displayed. The game effect ID 910 of the information about the game medium is stored in association with the information about the game medium.
[0207] By doing this, it is possible to identify game effects and related information that are easily associated with information about the game media. This creates game effects that are difficult to link together, increasing the diversity of competitive games and improving player interaction. It can improve the motivation to continue playing the war game.
[0208] In addition, the game effect table 2500 stores priority instead of the grant probability 2510. The game content setting unit 331 may set a higher priority for the game effect. The probability of granting each game effect is determined so that the probability of granting is high, and the determined grant probability is Based on the rate, information about the game effect may be selected. This allows for more flexible setting of the duration of the effect, increasing the variety of competitive games. It can be further improved.
[0209] (Variation 3) In the above explanation, the game effect granting period is stored for each game effect. However, this is not limitative. For example, a different game effect duration may be stored for each player. The game media setting unit 331 may then select the game media information included in the game media information transmission request. If the winning time is included in the game effect granting period stored in association with the player, Associate information about the medium with information about the game effect.
[0210] For example, the server storage unit 32 may store a game effect table instead of the game effect table 900. Remember rule 2600.
[0211] FIG. 26 is a diagram showing an example of the data structure of the game effect table 2600. The effect table 2600 includes a game effect ID 910, a game effect grant period 2610, and a game effect ID. The game effect content 930 is stored in association with the game effect duration 2610. Information about each game effect associated with the layer ID is stored in the game media. In the example shown in FIG. 26, The game effect granting period 2610 of the game effect whose effect ID is "1" is For players who are "1", the time is "August 1st 11:00~August 2nd 10:59". Also, for players with a player ID of "2", the period from 11:00 on August 2nd to The time is 10:59 on the 3rd.
[0212] The game media setting unit 331 determines whether the player ID 1030 included in the game media transmission request is relevant. If it is determined that the expiration date 1060 of the linked game medium has passed, The selection status 1050 of the information about the game media is set to "not selected." 31 refers to the game effect table 900 and obtains the acquisition time included in the game media information transmission request. The time is the game effect granting period associated with the player ID included in the game media transmission request. It is determined whether the acquisition time is included in the game effect granting period 2610. If it is determined that the game effect is The information about the game effect selected from the list is associated with the information about the game medium.
[0213] This allows other players who have joined the game to know the status of the player who started the game. The game effects applied to each ear are different, improving the diversity of competitive games. It is possible.
[0214] (Variation 4) In the above explanation, the expiration date of the game content is set the same for all players. However, this is not limited to this. For example, the expiration date of the game content may be set at a different time for each player. It may be possible to do so.
[0215] In this case, the game media setting unit 331 updates the expiration date 1060 of the game media as follows: First, the server storage unit 32 stores a plurality of predetermined time limits associated with the player ID. The multiple deadlines may be, for example, 10:59 of each day, 22:59 of each day, or For example, 10:59 on Mondays of each week. The game then acquires multiple deadlines associated with the player ID included in the request. The medium setting unit 331 records the closest deadline among the acquired multiple deadlines as the deadline 1060. By storing the information, the deadline 1060 is updated.
[0216] This allows information about the game medium to be associated with information about the game effects. The period will be different for each player. And depending on the player who started the match game, In this way, game effects associated with information about the game media at different times may be used to participate in competitive games. This will increase the diversity of competitive games, as it will be applied to other players who join. This can be done.
[0217] (Variation 5) The server 3 is connected to the player who started the competitive game and the other players who participated in the competitive game. A game effect is applied to the player, and the parameters of the player's game content and The content of the reward, the number of rewards, or the probability of rewards being given may be changed, but this is not limited to this. For example, Server 3 applies the game effect only to other players who participated in the match game, and depending on the game effect, Players can change the parameters of the game media, the content of rewards, the number of rewards, or the probability of rewards being awarded. stomach.
[0218] This makes it easier for players to join a competitive game than to start one. This gives players an advantage, so more players will participate in a single competitive game. Players can communicate with other players or ask for help. This will allow players to progress through the game, making it more lively.
[0219] (Variation 6) In the above description, the game effect is applied to a competitive game against an enemy game medium. However, the present invention is not limited to this and may be applied to other games. The game is, for example, a competitive game between a player who starts the game and other players. Other games involve a group of players, including the player who started the game, It may also be a competitive game against a group of other players (so-called "GvG"). In other games, the player who started the game cooperates with other players to complete a given game. It may also be a game in which players conquer stages (so-called "cooperative multiplayer").
[0220] Even in this case, for example, the points given to players who joined the game after the game ended may not be used. By applying game effects that change the content, number or probability of receiving the bonuses, Layers will be given more benefits, which will increase their motivation to participate in the game. Also, parameters associated with the player game media of the players who participated in the game may be changed. By applying game effects that move the player, the player can progress through the game more advantageously. This will increase the motivation to participate in the game.
[0221] (Variation 7) In the above explanation, the remaining time limit for a competitive game is managed for each competitive game. However, this is not limited to this. For example, the remaining time that can be continued in a match may be managed for each player. good.
[0222] In this case, the time limit area 616 of the battle game screen 610 displays the remaining time that can be used to continue the battle. The remaining time that can be continued in the battle is displayed as the time limit 135 in the opponent game medium table 1300. A specified match duration that is shorter than 0 (for example, if the time limit is 60 minutes or 30 minutes, The battle can continue for 10 minutes. This is the time that has elapsed since you joined the game. If this occurs, the player will withdraw from the competitive game.
[0223] In this case, the participating players table 1460 shows the players who are playing the competitive game. The time of entry is further associated with each player who joins the battle game and is stored. The time when a player starts a match or joins a competitive game. This is used to determine whether the remaining time for the match has reached zero. By doing so, the player will be able to withdraw from the game when the remaining time for the game becomes zero. Even if a player leaves the game, they can rejoin the game. The current progress of the battle game (for example, the remaining strength of the enemy game medium) will be inherited. Since players can play a competitive game without any hassle, the motivation to participate in the competitive game increases.
[0224] In addition, both the remaining time limit for each match game and the remaining time each player can continue the match are displayed. That is, when the remaining time for continuing the match reaches zero, If you leave the game and the time limit runs out, you will lose the game. By doing so, the player will be able to withdraw from the game when the remaining time for the game is zero. Even if you do, you will try to join the game again before the time limit reaches zero, so The motivation to participate in the battle game will be increased. At this time, If the remaining time limit of the battle game is shorter than the predetermined battle continuation time, The time may be displayed in the time limit area 616 on the fighting game screen 610.
[0225] (Variation 8) In the game system 1 according to the present invention, some or all of the functions of the server 3 may be implemented by a mobile Alternatively, some or all of the functions of the mobile terminal 2 may be provided by the server 3. may be provided.
[0226] For example, the function of the server storage unit 32 is to connect the mobile terminal 2a of the player who starts the competitive game to the mobile terminal 2b of the player who starts the competitive game. The terminal storage unit 22 of the mobile terminal 2b of the player participating in the competitive game may also be provided. The server processing unit 33 functions as a mobile terminal 2a The terminal processing unit 25 may provide the game according to the present invention. The game can be provided as a so-called native game.
[0227] Those skilled in the art may make various changes, substitutions, and alterations without departing from the spirit and scope of the present invention. It is understood that additional features may be added to the above. For example, the following may be added within the spirit and scope of the present invention: In this case, the functions of the above-mentioned parts may be combined or divided as appropriate. The processes may be performed in a different order. The above-described embodiments and modifications may be combined as appropriate. It may also be implemented in combination. [Explanation of symbols]
[0228] 1. Game System 2. Mobile devices 21 Terminal communication unit 22 Terminal memory section 23 Control section 24 Display section 25 Terminal processing section 251 Memory Processing Unit 252 Acquisition Department 253 Game Media Acquisition Department 254 Match Progression Department 255 Participation request section 256 Display control unit 3 Server 31 Server Communication Department 32 Server storage unit 33 Server processing unit 331 Game Media Settings Department 332 Match Update Section 333 Participation Processing Unit 334 Result generation part
Claims
1. A server that can access a storage unit, the storage unit stores information relating to a game effect selected from a plurality of game effects in association with each of the information relating to a plurality of game contents; a first means for transmitting data to a terminal device for displaying information about two or more game media among the information about the plurality of game media; a second means for receiving, from the terminal device, a game screen display instruction including information about a game medium selected by a player of the terminal device from two or more game media displayed on the terminal device; a third means for transmitting data for displaying a game screen to the terminal device in response to the game screen display instruction, A server that generates a game effect associated with the game content selected by the player in the game.
2. a fourth means for receiving, from the terminal device, a request to transmit data for displaying information related to the game content; The server described in claim 1, further comprising: a fifth means for, if the request is received within a predetermined period determined according to the user of the terminal device, associating information regarding the game medium with information regarding a game effect selected from a plurality of game effects and storing the information in the memory unit.
3. a fourth means for receiving, from the terminal device, a request to transmit data for displaying information related to the game content; The server described in claim 1 further comprises a fifth means for, if the request is received within a predetermined period, associating information regarding the game medium with information regarding a game effect selected from a plurality of game effects based on the probability of granting the game effect and storing the information in the memory unit.
4. the game is participated in by the player of the terminal device and other players; 4. The server according to claim 1, wherein the game effect is not applied to the player of the terminal device but is applied to the other players.
5. The game is Competitive games against other players, Competitive games against rival game media, a competitive game between a group of players including the player of the terminal device and another group of players, or 5. The server according to claim 1, wherein the server is a game in which a player of the terminal device cooperates with another player to conquer a predetermined game stage.
6. the storage unit stores, for each piece of information about a plurality of game media, information about enemy game media and information about a game effect selected from a plurality of game effects in association with each other; 5. A server according to claim 2, wherein the game is a battle between information about a game medium selected by the player and an enemy game medium associated therewith, based on information stored in the memory unit.
7. a server that can access a storage unit that stores information about a game effect selected from a plurality of game effects in association with each of the information about a plurality of game contents; a first means for transmitting data to a terminal device for displaying information about two or more game media among the information about the plurality of game media; a second means for receiving, from the terminal device, a game screen display instruction including information about a game medium selected by a player of the terminal device from two or more game media displayed on the terminal device; a third means for transmitting data for displaying a game screen to the terminal device in response to the game screen display instruction; A program in which a game effect associated with a game medium selected by the player occurs in the game.
8. the storage unit stores, for each of the pieces of information about the plurality of game media, information about the enemy game media and information about a game effect selected from the plurality of game effects in association with each other; a first step in which a first means transmits data for displaying information relating to two or more game media among the information relating to the plurality of game media to a terminal device; a second step in which second means receives from the terminal device a battle game screen display instruction including information about a game medium selected by a player of the terminal device from two or more game media displayed on the terminal device; a third step in which a third means transmits data for displaying a battle game screen to the terminal device in response to the battle game screen display instruction, In the competitive game, the information about the game medium selected by the player is based on the information stored in the memory unit, and the competitive game is played against an enemy game medium associated with the information, and a game effect associated with the game medium selected by the player is generated.
9. A terminal device capable of communicating with a server that can access a storage unit, the storage unit stores information relating to a game effect selected from a plurality of game effects in association with each of the information relating to a plurality of game contents; a first means for receiving data for displaying information about two or more game media from the server and displaying the data; a second means for transmitting to the server a game screen display instruction including information about a game medium selected by a player of the terminal device from among two or more game media displayed on the terminal device; and third means for displaying a game screen, A terminal device in which a game effect associated with the game medium selected by the player occurs in the game.
10. a terminal device capable of communicating with a server that can access a storage unit that stores information relating to a game effect selected from a plurality of game effects in association with each of information relating to a plurality of game contents; a first means for receiving data for displaying information about two or more game media from the server and displaying the data; a second means for transmitting to the server a game screen display instruction including information about a game medium selected by a player of the terminal device from among two or more game media displayed on the terminal device; a third means for displaying a game screen; A program in which a game effect associated with a game medium selected by the player occurs in the game.
11. a terminal device capable of communicating with a server that can access a storage unit that stores information relating to a game effect selected from a plurality of game effects in association with each of information relating to a plurality of game contents; receiving data for displaying information about two or more game media from the server and displaying the data; and transmitting a game screen display instruction to the server, the game screen display instruction including information about a game medium selected by a player of the terminal device from among two or more game media displayed on the terminal device; displaying a game screen, A game control method in which a game effect associated with a game medium selected by the player occurs in the game.
Citation Information
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