Program and game apparatus

The game system enhances player engagement by displaying owned and unowned items differently and allowing direct transition to the shop, addressing the challenge of maintaining interest in acquiring items.

JP2025170040APending Publication Date: 2025-11-14BANDAI CO LTD
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Patent Information

Application Number
JP2025142761
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-28
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

Existing game systems face challenges in guiding players to virtual shops to acquire items while maintaining player interest.

Method used

A game system that displays owned game elements in a distinct first form and unowned elements in a second form, allowing direct transition to a provision screen upon a predetermined operation, facilitating the acquisition of items through a transition means and provision process.

Benefits of technology

Maintains player interest by directly guiding them to the shop for item acquisition, enhancing the engagement and efficiency of the shopping process.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To keep a player interested in a game and to lead the player to a shop.SOLUTION: A program causes a computer to function as: display control means for displaying game elements possessed by a player in a first display form and displaying game elements not possessed by the player in a second display form different from the first display form, on a deck construction screen for constructing a deck composed of the game elements used in a game, so that the player can distinguish between the two options of whether or not the player possesses the game elements; and transition means for transitioning from the deck construction screen to a purchase screen on which a collection including the game elements in the second display form can be purchased after the game elements in the second display form are displayed on the deck construction screen.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] Conventionally, there is known a game system that provides items (game elements) to be used in a game for a fee (for example, Patent Document 1). In such a game system, a virtual shop is set up in the game space (network space), and the game player goes through the process of purchasing items from the shop screen. To transition to the shop screen, the player selects (touches in the case of a touch screen; the same applies below) a shop transition button provided on the home screen (main screen) of the game implemented by the game system, thereby transitioning to the shop screen. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-140203 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned game system, a problem is how to guide the player to the shop so that the player can acquire items while maintaining the player's interest. [Means for solving the problem]

[0005] One aspect of the present invention is a program that causes a computer to function as a display control means that displays a first game element held by a player in a first display form and displays a first game element not held by the player in a second display form different from the first display form, and a transition means that displays the first game element in the second display form and, on condition that a predetermined operation has been performed, transitions to a provision screen where a procedure for providing the first game element is carried out.

[0006] One aspect of the present invention is a terminal comprising a display control means for displaying a first game element possessed by a player in a first display form and displaying a first game element not possessed by the player in a second display form different from the first display form, and an acquisition means for acquiring at least one first game element on the condition that the first game element is displayed in the second display form and that approval for payment of a price for the first game element has been obtained.

[0007] One aspect of the present invention is a game system comprising: a display control means for displaying a first game element possessed by a player in a first display form and displaying a first game element not possessed by the player in a second display form different from the first display form; a transition means for transitioning to a provision screen where a procedure for providing the first game element is carried out when the first game element is displayed in the second display form and a predetermined operation is performed; a provision means for providing at least one first game element by satisfying predetermined procedural conditions on the provision screen; and an acquisition means for acquiring and retaining the provided first game element.

[0008] One aspect of the present invention is a provision device that includes a receiving means for receiving a request for provision of a first game element that a player does not own from a terminal that displays a first game element in a different display form depending on whether the first game element is owned by the player, and a transition means for transitioning the screen of the terminal to a provision screen in response to the request for provision to perform procedures for providing the first game element. [Effects of the Invention]

[0009] According to the present invention, it is possible to maintain the player's interest in the game and induce the player to visit the shop. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 4] FIG. 4 is a diagram showing an example of owned card data. [Figure 5] FIG. 5 is a diagram showing an example of card character data. [Figure 6] FIG. 6 is a diagram showing an example of deck setting data. [Figure 7] FIG. 7 shows an example of player A's buddy setting data. [Figure 8] FIG. 8 is a block diagram showing an example of the functional configuration of the game server 2. As shown in FIG. [Figure 9] FIG. 9 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In FIG. [Figure 10] FIG. 10 is an operational flowchart of the card display process (Step 1) at the player terminal 1. [Figure 11] FIG. 11 is a diagram showing an example of a card collection displayed on the display unit 11 of the player terminal 1. As shown in FIG. [Figure 12] FIG. 12 is an operational flowchart of the screen transition process (Step 2) in the player terminal 1. [Figure 13] FIG. 13 shows an example of how card C, which is displayed in color and owned by the player, is selected by touching it from among the displayed cards. [Figure 14] FIG. 14 is a diagram showing an example in which card C is enlarged and detailed information about card C is also displayed. [Figure 15] FIG. 15 shows an example of how card D, which is not held by the player and is displayed in grayscale, is selected by touching it. [Figure 16] FIG. 16 is a diagram showing an example of what is displayed on the display unit when card D is selected. [Figure 17] FIG. 17 is a diagram showing an example of the shop screen. [Figure 18] FIG. 18 is an operational flowchart of the card acquisition process (Step 3) at the player terminal 1. [Figure 19] FIG. 19 shows an example of a method for providing only desired cards, in which the player indicates desired card D and a payment approval button for the price of card D (cash, in-game currency, ticket). [Figure 20] Figure 20 is an example of a method for offering a card from the series to which the desired card belongs, and shows a message informing the player that there is a 5% chance of obtaining the desired card D, along with a button to approve payment of the price of card D (cash, in-game currency, tickets). [Figure 21] Figure 21 shows an example in which a pack from the same series as the desired card is offered, with a message indicating that the player has a 5% chance of obtaining the card they want in the pack, and a button to approve payment of the price of card D (cash, in-game currency, tickets). [Figure 22] FIG. 22 is an operational flowchart of the card providing process (Step 4) in the game server 2. [Figure 23] FIG. 23 shows an example in which, when a card that is not owned is selected, the card that is not owned is enlarged and displayed. [Figure 24] FIG. 24 shows an example in which a card that is not owned is enlarged and displayed when the card is selected. [Figure 25] FIG. 25 is a diagram showing an example in which the grayscale (second display mode) is changed to the color (first display mode) when the enlarged display of the cards not owned is performed. [Figure 26]FIG. 26 shows an example of changing the display format of cards on the deck setting screen depending on whether or not the player owns the card. [Figure 27] FIG. 27 shows an example of a case where advice from a buddy (second game element) is displayed when an unowned card is selected as a card to configure a deck on the deck setting screen. DETAILED DESCRIPTION OF THE INVENTION

[0011] <Embodiments of the present invention> [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured with player terminals 1 provided for game players A and B, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0012] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0013] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. There are basically multiple player terminals 1, and each is operated by a player.

[0014] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.

[0015] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11, a touch operation panel 12 that is configured integrally with the display 11, and a speaker 13. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume adjustment button, etc., which are not shown.

[0016] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.

[0017] In this embodiment, an example is described in which the above-mentioned game system is applied to a competitive game using a first game element possessed by a first player A and a first game element possessed by a second player B, who is the opponent.

[0018] Here, the first game element is a character, and is represented by an image, a virtual or physical object, etc. The image includes a still image and a video. Examples of the virtual or physical object include a virtual card displayed on a computer, a physical card, etc. Note that the object is not limited to a card, and may be any object configured to identify the game element associated with the object. The object may be, for example, a shaped object such as a figurine having the appearance of the game element.

[0019] In the following explanation, it is assumed that the first game element that can be made to appear by using a card in the game to be executed is a character whose behavior is controlled based on the operation of a player (including a non-player operated by a computer), and that the card bears a design of the corresponding character (an image showing the appearance of the character). Furthermore, it is not limited to this, and it goes without saying that cards used to specify game elements of the game to be executed are not limited to those configured to be able to specify game elements such as characters, but may also specify other game elements such as items or effects to be activated.

[0020] A deck is composed of a predetermined number of first game elements. The predetermined number of first game elements are set as a player's deck. For example, if the first game elements are virtual cards displayed on a computer, the deck is a group of cards composed of a predetermined number of cards. The deck is composed of cards selected by the player. The player selects the desired deck from the set decks and plays the game using the cards that make up that deck.

[0021] Furthermore, in a fighting game to which this embodiment is applied, a second game element different from the first game element is added. The second game element is a character like the first game element, but does not necessarily need to be associated with a virtual or physical object.

[0022] The second game element uses the first game element possessed by the player in the game. Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a character embodied in a card, the second game element autonomously or voluntarily (actively) determines the selection or action of the card possessed by the player during a match in the game. In other words, like the function of a non-player controlled by a computer, the second game element performs an operation similar to the selection or action of the first game element performed by a player. However, while a conventional non-player is controlled by a computer instead of a human player, the second game element differs in that it exists separately and independently from the human player and uses the first game element possessed by the player. Unlike a conventional non-player, the player and the second game element form a group (pair). Note that the number of second game elements is not necessarily limited to one; there may be multiple types, and a player may be able to select one or more second game elements.

[0023] The second game element also has character information. This character information is the game strength (level) and attribute information (gender, personality, etc.) of the second game element. The character information influences the autonomous or spontaneous (active) behavior (use of the first game element) of the second game element. In other words, the character information is the ability of the second game element, and differences in this ability result in different autonomous or spontaneous (active) behavior (use of the first game element) of the second game element. This character information changes when the second game element is selected and as the game progresses.

[0024] Furthermore, the second game element also evaluates the first game element that the player possesses or acquires. Specifically, for a card that the player is trying to acquire, the second game element evaluates the effect on the game (advantages and disadvantages) of possessing that card, the effect on the deck if the player selects that card as a card for the deck, etc.

[0025] The autonomous or spontaneous (active) behavior of the second game element as described above is performed based on information provided by an AI function provided in the game server 2. This AI function is an AI function obtained by machine learning using the game progress and results of many competitive games as training data. Typical machine learning methods include, but are not limited to, deep learning, reinforcement learning, or a combination thereof.

[0026] The second game element described above will be referred to as a buddy in the following description.

[0027] [Function Configuration] FIG. 3 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.

[0028] As shown in FIG. 3, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56.

[0029] The operation input unit 51 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 51 can be realized by, for example, elements that are directly operated by the player A's fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, this corresponds to the touch operation panel 12.

[0030] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on programs and data stored in the memory unit 56, operation input signals from the operation input unit 51, etc. The functions of the processing unit 52 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 52 includes, as its main functional units, a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64.

[0031] The game calculation unit 61 executes various game processes for realizing the game of this embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a player information management unit 70, a card management unit 71, a deck setting unit 72, a buddy setting unit 73, a display form control unit 74, a screen transition control unit 75, a card acquisition unit 76, and a game management unit 77.

[0032] The player information management unit 70 uses player data to manage player information, including basic user information such as the player's nickname, the player's rank, and the level of their buddy.

[0033] The card management unit 71 manages the owned card data stored in the storage unit 56, the card character data, and the cards that can be provided by the game system, including whether or not players A and B own the cards.

[0034] The owned card data is data in which card identification information of cards that can be provided by the game system is associated with an ownership flag that indicates whether the player owns that card. FIG. 4 is a diagram showing an example of owned card data. In FIG. 4, the card identification information field describes the card identification information of cards that can be provided by the game system. If the user owns the card with that card identification information, a "1" is added to the ownership flag field, and if the user does not own the card with that card identification information, a "0" is added to the ownership flag field. Note that FIG. 4 shows an example of owned card data, and the invention is not limited to this.

[0035] Card character data is data in which the card identification information of a card is associated with the character information of that card. FIG. 5 is a diagram showing an example of card character data. In FIG. 5, the card identification information is associated with character information (character image, card name, card type, cost, color, race, ability, attack power, hit points, and rarity). Note that FIG. 5 shows an example of card character data, and is not limited to this.

[0036] When a new card is available for provision, the card management unit 71 acquires the card identification information of the card and the card character data of the card identification information via communication with the game server 2. The card management unit 71 then adds the acquired card identification information to the owned card data and sets the ownership flag of the card identification information to "0". The card management unit 71 also stores the acquired card character data in the storage unit 56.

[0037] The deck setting unit 72 uses the owned card data and card character data to present cards that can be used to compose the deck (basically owned cards), and, in response to a user operation, selects cards to compose the deck from the presented cards and sets the deck. The deck setting unit 72 generates deck setting data that associates the name of the set deck with the card identification information of each card that composes the deck, and stores the data in the storage unit 56. FIG. 6 is a diagram showing an example of deck setting data. The example in FIG. 6 is an example of deck setting data for deck 1 of player A, indicating that deck 1 is composed of cards with card identification information "001", "006" to "023". Note that FIG. 6 shows an example of deck setting data, and is not limited to this.

[0038] The buddy setting unit 73 manages information about the buddy selected by players A and B from multiple buddies (second game elements) when players A and B register their accounts using buddy setting data. The buddy setting data is character information about the buddy selected through menu settings. This buddy character information changes as the game progresses, and when it does change, the game server 2 notifies the player of the changed character information, and the character information is updated. FIG. 7 is a diagram showing an example of player A's buddy setting data. In the example of FIG. 7, the buddy setting data includes buddy identification information, a buddy image, a buddy name, a level, and character information. Note that FIG. 7 shows an example of buddy setting data, and the buddy setting data is not limited to this.

[0039] Note that the level and character information of the buddy (second game element) at the time of account registration are set to initial values ​​(lowest values). Also, if a buddy is changed, the level and character information of the previous buddy are not carried over, and the level and character information of the changed buddy (second game element) are set to initial values ​​(lowest values). Also, the buddy setting unit 72 outputs image information of the buddy to the image generation unit 62 during a battle or on other menu screens.

[0040] The display mode control unit 74 controls the display mode of cards when displaying cards. In this embodiment, cards held by a player are displayed in a first display mode, and cards not held by the player are displayed in a second display mode. Whether a card is held is determined using a holding flag in the held card data. The first display mode and the second display mode are visually distinguishable display modes. An example of a visually distinguishable first display mode and second display mode is a method in which cards held by a player are displayed in a first color scheme (e.g., color) (first display mode) and cards not held by the player are displayed in a second color scheme (e.g., grayscale or monochrome) (second display mode). Another method is to display cards held by a player without mosaics (first display mode) and cards not held by the player with mosaics (second display mode). Another method is to display cards held by a player as moving images (first display mode) and cards not held by the player as still images (second display mode). The first and second display forms described above are merely examples, and other display forms may be used.

[0041] The screen transition control unit 75 is a unit that controls the transition of screens based on the player's card selection or various approvals. Specifically, the screen is displayed in the second display form, and transitions to an offering screen where the user can carry out procedures to offer a card, provided that the user has performed a predetermined operation. The offering screen is, for example, a shop screen where cards and items can be acquired (purchased). The predetermined operation is, for example, the player's operation (touch, swipe, click, etc.) on the operation input unit 51 to select an unowned card displayed in the second display form, approval to transition to the offering screen (shop screen), or approval of the selection and transition.

[0042] The transition of the provided screen (shop screen) by the screen transition control unit 75 is performed by requesting the game server 2 to transition to the provided screen (shop screen), receiving the provided screen (shop screen) from the game server 2, and displaying the provided screen (shop screen).

[0043] The card acquisition unit 76 performs card acquisition processing on the offering screen (shop screen). Specifically, the card acquisition unit 76 requests the game server 2 to display a purchase screen for the card desired to be acquired, processes display of the purchase screen for the card desired to be acquired, and approves the price to be paid for acquiring the card. Here, the price refers to money (cash or credit card), in-game currency, or voucher (including in-game tickets). Furthermore, when the card acquisition unit 76 acquires a card that the player does not own, it sets the ownership flag of the card identification information of the acquired card in the owned card data to "1."

[0044] The game management unit 77 manages the overall progress of the game, including the game matches.

[0045] The image generation unit 62 generates one game screen per frame time (for example, 1 / 60 seconds) based on the processing results of the game calculation unit 61, and outputs an image signal of the generated game screen to the image display unit 103. The functions of the image generation unit 62 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, etc.

[0046] The sound generation unit 63 generates sound signals such as sound effects and background music related to the game, audio information for operation assistance information, and various operation sounds based on the processing results of the game calculation unit 61, and outputs them to the sound output unit 54. The function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, or an audio codec capable of playing audio files.

[0047] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2 .

[0048] The image display unit 53 displays various game screens based on image signals input from the image generation unit 62. The functions of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. The image display unit 62 corresponds to the display 11 in FIG. 2, for example.

[0049] The sound output unit 54 outputs sound effects and the like related to the game based on the sound signal input from the sound generation unit 63. The sound output unit 54 corresponds to, for example, the speaker 13 in FIG.

[0050] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.

[0051] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and realizing the various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc.

[0052] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game calculation unit 61. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration.

[0053] In addition, owned card data, card character data, deck setting data, and buddy setting data are stored in the storage unit 56. In addition, model data for displaying images of card characters and buddy characters, texture data, motion data, effect data, background images for the game screen, sound data such as sound effects, and the like are distributed as data necessary for the game and stored in the storage unit 56.

[0054] Next, we will explain the configuration of the game server 2. Figure 8 is a block diagram showing an example of the functional configuration of the game server 2.

[0055] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.

[0056] The processing unit 91 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 93, received information, etc. The functions of the processing unit 91 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, and a card providing unit 104.

[0057] The player management unit 101 uses user information data to manage accounts, game progress, etc. for each connected player terminal 1. The user information data includes data similar to the above-mentioned player data, owned card data, card character data, and deck setting data for each player.

[0058] The game management unit 102 manages the entire game.

[0059] The AI ​​processing unit 103 has an algorithm obtained by machine learning training data such as the game progress and results of many competitive games. This algorithm is an algorithm that corresponds to the buddy's level and character information. Deep learning is a typical machine learning method, but is not limited to this. The AI ​​processing unit 103 inputs card setting information transmitted from the player terminal 1, the level and character information of the player's buddy, the battle mode, etc., and outputs card operation information of the buddy in the situation of the card setting information. Note that since the algorithm differs depending on the buddy's level and character information, even if the card setting information transmitted from the player terminal 1 is the same, different card operation information may be output if the player's buddy's level and character information are different.

[0060] The AI ​​processing unit 103 also evaluates the first game element that the player possesses or acquires. Specifically, for a card that the player intends to acquire, the AI ​​processing unit evaluates the effect on the game (advantages and disadvantages) of possessing the card, the effect on the deck if the card is selected as a card for constructing the deck, and so on.

[0061] The card providing unit 104 is a unit that provides cards to players A and B, and provides a function called a shop. Specifically, in response to a request for a providing screen (shop screen) from terminal 1, the card providing unit 104 transmits a providing screen (for example, a shop top screen) to terminal 1.

[0062] The card providing unit 104 provides cards as a shop in various ways, including (1) providing only the desired card, (2) providing any card from the series to which the desired card belongs, with the player having a certain probability of acquiring the card they want, and (3) providing a pack (a collection of multiple cards from the series to which the desired card belongs) from the series to which the desired card belongs, with the player having a certain probability of the card they want being included in the pack. In addition to the card character data held by each player as described above, the memory unit 93 stores the probability of acquiring each card, card identification information for the cards in each pack, the acquisition price of each card, etc., and the card providing unit 104 uses this information to provide cards to players.

[0063] The card providing unit 104 also settles the price (cash, in-game currency, ticket) for acquiring the card.

[0064] The communication unit 92 connects to a communication line N to realize communication.

[0065] A system program and a game program are stored in the memory unit 93. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as a player management unit 101, a game management unit 102, an AI processing unit 103, and a card providing unit 104.

[0066] Furthermore, the recording unit 93 stores user information data, the card character data described above, and the like.

[0067] [Operation of each device] Next, the operation of each device in the above configuration will be described.

[0068] The operation of each device will be described below. In the following description, as an example of card display, a card collection that allows viewing of a list of cards provided by a service will be used.

[0069] FIG. 9 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In FIG.

[0070] On the player terminal 1, a card display process is performed that allows the player to view a list of cards provided by the service (Step 1). Next, a screen transition process and a card provision process are performed that allow the player to transition directly to a shop screen without going through the home screen or menu screen by selecting a desired card from the displayed cards (Step 2, Step 4). After transitioning to the shop screen, a card acquisition process is performed on the player terminal 1 to acquire a card (Step 3), and a card provision process is performed on the game server 2 to provide the card (Step 4).

[0071] Next, the specific operation of each device will be described.

[0072] First, a description will be given of the card display process (Step 1) at the player terminal 1. Fig. 10 is an operational flowchart of the card display process (Step 1) at the player terminal 1.

[0073] First, a request to display the card collection is received from the home screen or menu screen (Step 100). The request to display the card collection is made by the operation input unit 51 detecting a touch (selection) of a card collection button on the home screen, menu screen, or the like.

[0074] When a display request for the card collection is received, the display format control unit 74 reads the card identification information and the possession flag from the possession card data (Step 101). If the read possession flag is "1" (Step 102), the display format control unit 74 reads image data corresponding to the card identification information of the possession flag (Step 103) and displays the card in color (first display format) (Step 104). On the other hand, if the read possession flag is "0" (Step 102), the display format control unit 74 reads image data corresponding to the card identification information of the possession flag (Step 105) and displays the card in grayscale (second display format) (Step 106).

[0075] Figure 11 is a diagram showing an example of a card collection displayed on the display unit 10 of the player terminal 1. In Figure 11, cards A, B, C, E, G, H, I, J, and K that the player owns are displayed in color, while cards D, F, and L that the player does not own are displayed in grayscale. By operating in this manner, cards that the player owns are displayed in color (first display form), and cards that the player does not own are displayed in grayscale (second display form), so the player can tell at a glance whether or not they own a particular card.

[0076] Next, a description will be given of the screen transition process (Step 2) in the player terminal 1. Fig. 12 is an operational flowchart of the screen transition process (Step 2) in the player terminal 1.

[0077] While a card is being displayed in the card collection (Step 200), the screen transition control unit 75 performs a process to detect a card selected by the player (Step 201). The process to detect a card selection is performed by the operation input unit 51 detecting a touch (selection) of a displayed card. When a touch (selection) of a displayed card is detected (Step 202), a determination is made as to whether the player owns the selected card based on the presence or absence of the card's ownership flag (Step 203).

[0078] If the possession flag of the selected card is "1" (Step 203), details of the card are read from the card character data, and detailed card information is displayed (Step 204). Fig. 13 shows an example of how card C, which is possessed by the player and displayed in color, is selected by touching it from among the displayed cards. Fig. 14 shows an example in which card C is enlarged and detailed information about card C is displayed upon selection.

[0079] On the other hand, if the possession flag of the selected card is "0" (Step 203), a shop transition approval button (shop transition approval information) for approving the transition to the shop screen is displayed (Step 206). When the user touches (selects) the shop transition approval button to approve the transition to the shop screen (Step 207), the screen transition control unit 75 requests the game server 2 to transition to the shop screen (Step 208). When the shop screen is received from the game server 2 (Step 209), the screen transition occurs (Step 210). FIG. 15 shows an example of a state in which card D, which is not owned by the player and is displayed in grayscale, is selected by touching one of the displayed cards. FIG. 16 shows an example in which, upon selection of card D, a "Go to Shop" button for approving the shop transition and a "Return to Card Collection" button for returning to the card collection without approval are displayed. Here, when the user selects the "Go to Shop" button, the transition to the shop screen is approved, and the screen transitions to the shop screen (top screen) shown in FIG. 17.

[0080] In the above operation, selecting a card that is not yet owned causes a direct transition to the shop screen (top screen). With this configuration, compared to returning to the home screen, selecting a button to transition to the shop screen, the player can be guided to the shop screen while still maintaining interest in the card that is not yet owned, and the rate of guidance to the shop screen can be maintained high.

[0081] Next, the card providing process (Step 3) and the card obtaining process (Step 4) performed between the player terminal 1 and the game server 2 will be described.

[0082] First, a description will be given of the card acquisition process (Step 3) at the player terminal 1. Fig. 18 is an operational flowchart of the card acquisition process (Step 3) at the player terminal 1.

[0083] In order to purchase (acquire) a desired card, the player requests a purchase screen for the card he or she wishes to acquire from the shop screen (Step 300). There are three ways for the game server 2 to provide cards: (1) How to provide only the desired cards (2) A method in which a player is offered a card from a series to which the desired card belongs, but the player has a certain probability of obtaining the desired card. (3) A method in which a pack of the series to which the desired card belongs (a collection of multiple cards from the series to which the desired card belongs) is provided, and the card desired by the player is included in the pack with a predetermined probability. The game server 2 presents the offered card and its price using one of the methods described above, and the player terminal 1 displays them (Step 301). FIG. 19 shows an example of a method for offering only the desired card, in which the player selects the desired card D and a payment approval button for the price of card D (cash, in-game currency, tickets). FIG. 20 shows an example of a method for offering one of the cards in the series to which the desired card belongs, in which a message is displayed stating that the player has a 5% chance of obtaining the desired card D and a payment approval button for the price of the card (cash, in-game currency, tickets). FIG. 21 shows an example of a pack in the X series to which the desired card belongs is offered, in which a message is displayed stating that the player has a 5% chance of obtaining the card they want in the pack and a payment approval button for the price of the pack (cash, in-game currency, tickets).

[0084] When the player selects the payment button to approve the payment (Step 302), the game server 2 receives a notification that payment has been completed and the card identification number of the acquired card (Step 303).

[0085] The card acquisition unit 76 compares the card identification number of the acquired card with the possession flag of the held card data (Step 304), and if the possession flag of the card identification number of the acquired card is “0” (not held), it rewrites the possession flag of the card identification number of the acquired card to “1” (held) (Step 305).

[0086] Next, a description will be given of the card providing process (Step 4) in the game server 2. Fig. 22 is an operational flowchart of the card providing process (Step 4) in the game server 2.

[0087] The card providing unit 104 of the game server 2 receives a request for a shop screen from the terminal 1 (Step 400). The card providing unit 104 transmits a shop screen (top screen) to the terminal 1 (Step 401).

[0088] Thereafter, if a purchase screen corresponding to the card desired by the player is requested in order to purchase (acquire) the card desired by the player (Step 402), the purchase screen corresponding to the card desired to be acquired is transmitted, along with the offered card information and price information, to the player terminal 1 (Step 403).The purchase screen corresponding to the card desired to be acquired is determined by the game server 2 as appropriate, and the card is provided in one of the above-mentioned three methods or a combination thereof.

[0089] Approval of payment of the price is confirmed from the player terminal 1 (Step 404), and if approval of payment of the price is confirmed, the card identification number of the card to be provided and payment completion are transmitted to the player terminal 1 (Step 405).

[0090] In this embodiment, cards owned by the player are displayed in the first display form, and cards not owned by the player are displayed in the second display form, so the player can know at a glance whether or not the player owns that card. Furthermore, by selecting a card displayed in the second display form, the player is transitioned to the shop screen. Therefore, compared to returning to the home screen, selecting a button to transition to the shop screen, the player can be guided to the shop screen while still maintaining interest in cards not owned, and the rate of guidance to the shop screen can be maintained high.

[0091] <First Modification of the Embodiment> In the above-described embodiment, an example has been described in which the screen transitions to the shop's top screen shown in Fig. 17. However, the screen may be configured to transition directly to a screen for acquiring the selected card, i.e., the screen shown in Fig. 19, 20, or 21, without transitioning to the shop's top screen.

[0092] By configuring it in this way, it is not necessary for the player to search for the selected card that he does not own from the top screen of the shop, which not only saves the player time but also allows the player to be guided to the shop screen while still maintaining his interest in the card that he does not own.

[0093] In this case, the screen transition control unit 75 transmits the card identification number of the selected card that is not yet held when requesting a transition to the offering screen (shop screen). Then, the card providing unit 104 of the game server 2 transmits an offering screen that provides a card corresponding to the received card identification number to the player's terminal 1. The terminal 1 receives the offering screen (card purchase screen) corresponding to the selected card and displays the offering screen (card purchase screen).

[0094] <Modification 2 of the embodiment> In the above embodiment, when an unowned card is selected, a shop transition approval button (shop transition approval information) is displayed to approve the transition to the shop screen. However, the unowned card may be displayed enlarged in the same way as when an owned card is selected.

[0095] FIG. 23 shows an example of an enlarged display of a card that you do not own when you select a card that you do not own. In the example of FIG. 23, the enlarged display of the card that you do not own is accompanied by a shop transition approval button (shop transition approval information) that does not overlap the card. Also, FIG. 24 shows an example of an enlarged display of a card that you do not own when you select a card that you do not own. In the example of FIG. 24, the enlarged display of the card that you do not own is accompanied by a shop transition approval button (shop transition approval information) that is displayed on the card.

[0096] Furthermore, when an unowned card is enlarged, the display format of the card may be changed from grayscale (second color scheme: second display format) to color (first color scheme: first display format). Figure 25 is a diagram showing an example in which an unowned card is enlarged and the display format is changed from grayscale (second display format) to color (first display format).

[0097] In addition to enlarging and displaying the unowned cards, detailed information about the unowned cards may also be displayed, as shown in FIG.

[0098] By configuring in this way, the player can check the details of cards that he does not own, and this can increase the player's interest in cards that he does not own.

[0099] <Modification 3 of the embodiment> In the above-described embodiment, an example of a card collection in which a list of cards can be viewed has been described as an example in which the display format of cards changes depending on whether or not the player owns a card. However, this is not limiting. For example, the display format of cards may also change depending on whether or not the player owns a card on a deck setting screen in which the deck setting unit 72 sets a deck.

[0100] FIG. 26 is a diagram showing an example of changing the display mode of cards on a deck setting screen depending on whether or not a card is owned. In FIG. 26, 200 is an area displaying cards that constitute a deck, and 201 is an area displaying a list of cards provided by the game system. In areas 200 and 201, cards owned by the player are displayed in color (first color scheme: first display mode), and cards not owned by the player are displayed in grayscale (second color scheme: second display mode). Regardless of the display mode, i.e., regardless of whether or not the player owns a card, a player can select cards that constitute a deck by dragging cards displayed in area 201 to area 200. Note that decks that include cards that are not owned cannot be used in a match. However, it is also possible to configure decks that include cards that are not owned to be usable in a match, but not to use cards that are not owned in a match.

[0101] Furthermore, when a card not yet owned is selected as a card to be included in the deck on the deck setting screen, advice from a buddy (second game element) may be received. This configuration can be realized by having the deck setting unit 72 transmit card identification information of the card selected as a card to be included in the deck to the game server 2, having the AI ​​processing unit 103 of the game server 2 analyze the information, and transmitting advice information on the advantages and disadvantages of selecting that card as a card to be included in the deck to the deck setting unit 72. FIG. 27 shows an example of a case where advice from a buddy (second game element) is displayed when a card not yet owned is selected as a card to be included in the deck on the deck setting screen. FIG. 27 shows an example in which, when a player selects card F, not yet owned by the player, as a card to be included in the deck, the player's buddy (second game element) advises the player on the advantages of card F.

[0102] Furthermore, on the deck setting screen, as in the above-described embodiment, if you select (touch) a card that you do not own and that is displayed in grayscale (second color scheme: second display form), you will be directly transitioned to the shop screen.

[0103] By configuring it this way, even on the deck setting screen, you can immediately transition to the shop screen to acquire cards you do not own. In particular, since the selection of cards to compose your deck directly affects the outcome of the game, this is a very useful method for players who want to strengthen their decks.

[0104] In the above embodiment, a card game using virtual game cards is exemplified, but the genre of the applicable game is not limited. For example, it may be a sports battle game in which the characters associated with the first game elements are players.

[0105] Furthermore, some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0106] [Appendix 1] An information processing device that executes a competitive game using a first game element, A memory in which an executable instruction is stored and a processor are included, The processor executes the execution instructions: a display control process for displaying a first game element possessed by a player in a first display form and displaying a first game element not possessed by the player in a second display form different from the first display form; a transition process in which the first game element is displayed in the second display mode, and a transition process is performed to a provision screen in which a procedure for providing the first game element is performed, on the condition that a predetermined operation is performed; An information processing device that executes the above.

[0107] [Appendix 2] An information processing device for controlling a fighting game using a first game element, A memory in which an executable instruction is stored and a processor are included, The processor executes the execution instructions: a receiving process for receiving a request for provision of a first game element that the player does not own from a terminal that displays the first game element in a different display form depending on whether the first game element is owned by the player; a transition process for transitioning a screen of the terminal to a provision screen for performing a procedure for providing the first game element in response to the request for provision; An information processing device that executes the above.

[0108] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]

[0109] 1 player terminal 2 Game Server 11 Display 12 Touch panel 13 Speaker 51 Operation input section 52 Processing section 53 Image display unit 54 Sound output section 55 Communications Department 56 Memory section 61 Game Calculation Unit 62 Image generation unit 63 Sound generation section 64 Communication control unit 70 Player Information Management Unit 71 Card Management Department 72 Deck Settings 73 Buddy Setting Section 74 Display form control unit 75 Screen transition control section 76 Card Acquisition Department 77 Game Management Department 91 Processing section 92 Communications Department 93 Memory section 101 Player Management Department 102 Game Management Department 103 AI processing section 104 Card Provision Department

Claims

1. Computer, a display control means for displaying game elements possessed by a player in a first display form and displaying game elements not possessed by the player in a second display form different from the first display form, on a deck construction screen for constructing a deck made up of game elements used in a game, so that the player can distinguish between two options of whether or not the player possesses the game elements; a transition means for transitioning from the deck construction screen to a purchase screen on which a collection including the game elements in the second display form can be purchased after the game elements in the second display form are displayed on the deck construction screen; A program that functions as a

2. the display control means, in response to a selection operation of a game element displayed in the second display mode, enlarges and displays the game element. The program according to claim 1.

3. the display control means displays information prompting a transition to the purchase screen, either superimposed on the enlarged game elements or not superimposed on the enlarged game elements. The program according to claim 1 or 2.

4. a display control means for displaying game elements possessed by a player in a first display form and displaying game elements not possessed by the player in a second display form different from the first display form, on a deck construction screen for constructing a deck made up of game elements used in a game, so that the player can distinguish between the two options of whether or not the player possesses the game elements; a transition means for transitioning from the deck construction screen to a purchase screen on which a collection including the game elements in the second display form can be purchased after the game elements in the second display form are displayed on the deck construction screen; A game device comprising:

Citation Information

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