Game device and program
The game device uses BSSID and ESSID to manage character interactions, ensuring fair and engaging gameplay by allowing users to select and interact with friend characters based on detected access points, enhancing user engagement and maintaining interest through varied encounter opportunities.
Patent Information
- Application Number
- JP2024105700
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-28
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2044-06-28
Smart Images

Figure 2026006604000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game device and a program, and more particularly to an electronic game that provides an element of interest by utilizing a communication function. [Background technology]
[0002] There is a gaming device that acquires identification data (MAC address) of an access point within a communication range, and if the numerical value obtained by converting the identification data satisfies the conditions for obtaining the game data, makes the game data available in an electronic game (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-215777 Summary of the Invention [Problem to be solved by the invention]
[0004] However, with the recent spread of wireless communication technology, there are now many access points. Therefore, if the identification data of all of them were acquired and calculations related to obtaining game data were performed, the game experience could be hindered, for example, by not being able to progress until the calculations are completed. For this reason, it is expected that the system will be controlled so that the calculations related to obtaining game data are performed after filtering is performed to limit the identification data to those of higher-ranking access points with strong radio wave strength.
[0005] On the other hand, for game devices that are intended to be carried by users, such as those described in Patent Document 1, there is a certain demand for being able to provide a common enjoyable experience when multiple users bring their own game devices together. However, by performing the above-described filter processing, the access points that are the subject of calculation may differ for each game device, which may result in a lack of fairness, such as users who bring their own game devices obtaining different game data, or only some users being unable to obtain game data.
[0006] The present invention aims to provide a new technology that enhances interest. [Means for solving the problem]
[0007] A game device according to one embodiment of the present invention is a game device for executing a game, and includes: an acquisition means for acquiring character string information relating to the acquisition of a game element; an identification means for identifying a game element from the character string information; a display control means for displaying one or more pieces of character string information acquired by the acquisition means in a selectable state on a display means; and a control means for controlling a game element identified from the selected character string information to be acquired in the game based on the selection of one of the one or more pieces of character string information. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a new technology that enhances interest. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram illustrating the configuration of a game system according to an embodiment and a modification of the present invention. [Figure 2] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 3] FIG. 10 is a diagram illustrating a selection screen displayed when using a character face-to-face function according to an embodiment and a modification of the present invention; [Figure 4]FIG. 10 is a diagram illustrating stickers applied in the character meeting function according to the embodiment and modified examples of the present invention. [Figure 5] FIG. 10 is a diagram illustrating an example of an acquisition effect in the character face-to-face function according to the embodiment and the modified example of the present invention. [Figure 6] FIG. 10 is a diagram illustrating a sticker book that displays stickers applied in the character face-to-face function according to the embodiment and the modified example of the present invention. [Figure 7] FIG. 10 is a diagram illustrating a screen for confirming details of a sticker applied in the character face-to-face function according to the embodiment and the modified example of the present invention; [Figure 8] 1 is a flowchart illustrating a face-to-face process executed in the game device 100 according to an embodiment of the present invention. [Figure 9] 1 is a flowchart illustrating an acquisition process executed in the game device 100 according to an embodiment of the present invention. [Figure 10] 1 is a diagram illustrating an example of the configuration of various information managed in a game device 100 according to an embodiment and a modification of the present invention; DETAILED DESCRIPTION OF THE INVENTION
[0010] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.
[0011] In the embodiment described below, the present invention is applied to a game device capable of executing a game in which a user trains a character (hereinafter referred to as a training game), as an example of a game device. However, the present invention can be applied to any device capable of executing an electronic game that includes an interesting element of acquiring game elements.
[0012] <Game System Configuration> FIG. 1 illustrates an example configuration of a game system according to an embodiment of the present invention. As illustrated, in the game system, a game device 100 is configured to be able to detect one or more access points (APs) 200 present within the communication range of the game device 100. Each AP 200 establishes a wireless communication network using a predetermined communication method. The game device 100 can participate in the wireless communication network by establishing a communication connection with an AP 200, enabling it to transmit and receive information to and from other devices participating in the wireless communication network. The game device 100 can also communicate with a server 300 on a network 400, which is a wide area network (WAN), via the communication connection established with the AP 200. In one aspect, the server 300 is provided for distributing update data for updating at least one of programs and data related to the operation of the game device 100, such as firmware for the game device 100. In this aspect, game device 100 stores information for connecting to and communicating with AP 200 installed in the home of the user of game device 100, for example, and when it is confirmed at a predetermined update confirmation timing that new update data is available in server 300, game device 100 acquires the new update data from server 300 via AP 200. Furthermore, when new update data is acquired, game device 100 updates currently stored data such as firmware based on the acquired update data.
[0013] In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied from a battery (not shown). The game device 100 is equipped with a terminal (not shown) that can be connected to a power source, and is configured to be able to charge the battery by electrically connecting a commercial power source or the like to the terminal via a power supply cable.
[0014] <Hardware configuration of game device> Next, the hardware configuration of the game device 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the game device 100.
[0015] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the game device 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it. The control unit 101 also has a built-in clock and is configured to be able to obtain the current time.
[0016] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory. The storage device 102 stores programs related to the operation of the game device 100, programs for the training game executed on the game device 100, and information on parameters required for implementing various controls. In addition, the storage device 102 also functions as a database of various data related to the training game (a character DB 121 and a friend character DB 122). The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0017] The character DB 121 is a database that manages, as records, information (character information) about characters that can be trained in a training game. In the training game executed on the game device 100 of this embodiment, a user can train a character that grows through multiple growth stages. A character is configured so that its appearance changes as the character changes growth stage. The character DB 121 manages, as records, various information about each appearance that a character can have at each growth stage. For example, as shown in FIG. 10(a), the character information for one record is associated with a character ID 1001 that uniquely identifies the character (its appearance), and includes graphics information 1002 for drawing the character's appearance, a growth stage 1003 indicating the growth stage at which the character will have that appearance, and growth destination information 1004 indicating the appearance to which the character can grow from that appearance. The growth destination information 1004 may store information about the corresponding character ID 1001.
[0018] The friend character DB 122 is a database that manages, as records, information (friend character information) about characters that appear in the training game (hereinafter referred to as friend characters) by using the character face-to-face function described below. Details of this database will be described later together with the explanation of the character face-to-face function.
[0019] In addition, the storage device 102 also includes an acquired element DB 123 for managing the progress of the training game related to the character face-to-face function described below. The acquired element DB 123 is a database that manages, as records, information (acquired element information) related to game elements that become available in the training game by using the character face-to-face function. Details of this database will also be described later together with an explanation of the character face-to-face function.
[0020] The display control device 104 performs display control to display various screens related to the training game on the display 110. In this embodiment, the display control device 104 also includes a drawing device such as a graphics chip or GPU, and executes drawing processing to generate various screens related to the training game. The display control device 104 includes a drawing memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined calculations to generate various images (screens) related to the training game. The screens and images generated by the display control device 104 are presented to the user by being displayed on the display 110 provided in the game device 100, for example. The display 110 is a device provided in the game device 100 that displays information, such as a liquid crystal display.
[0021] Operation I / F 105 is a user interface provided in game device 100 that accepts operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to control unit 101. In one aspect, operation I / F 105 includes operation members such as buttons and various sensors provided on the exterior of game device 100. In addition, in an aspect in which display 110 is configured to be able to detect touch input, operation I / F 105 includes a touch input detection sensor provided on display 110.
[0022] The communication I / F 106 is a communication interface with an external device provided in the game device 100. As described above, the game device 100 of this embodiment is configured to be able to detect an AP 200 within its communication range.
[0023] Game Overview Below, an overview of a game that provides a play experience on the game device 100 of this embodiment will be described. In this embodiment, the game will be described as a character development game that provides, as entertainment elements, character development elements, communication elements between the user and the character, and interaction elements between the characters. However, a character development game is merely one type of game featuring characters, and the present invention is not limited to this. The present invention is applicable to any game featuring characters whose behavior is controlled in response to operational inputs made by the user. Here, "control of behavior" is not limited to direct control of a character by the user, but also includes indirect changes in the character's actions and movements in response to changes in parameters or the environment as a result of evaluation of the user's operational inputs.
[0024] In the breeding game, the user can breed a character by performing operational inputs related to the character's care. The breeding game starts, for example, by hatching an egg, and by sequentially performing operational inputs related to the necessary care, the character progresses through the growth stages, and the character's growth is presented as it changes appearance.
[0025] Here, the character at each growth stage is configured to have a predetermined appearance for that growth stage. In other words, in the raising game of this embodiment, the appearance that the character can have at each growth stage is predetermined, and the appearance that the character will have is determined depending on, for example, the selected egg and the care situation at the growth stage up to that point. As described above, the character's appearance is determined as graphics information 1002 in the character information registered in character DB 121.
[0026] Hereinafter, a character that is the target of training by the user in the training game executed on the game device 100 will be referred to as a "training character."
[0027] Character interaction function The training game of this embodiment also has a "character meeting function" as one of the functions that provides an element of excitement for the training character to interact with other characters. By using this character meeting function, the user can search for a friend character and generate an event (a meeting event) in which the training character meets the friend character found through the search. In this embodiment, the friend character is an NPC (Non-Player Character) whose appearance, etc. is determined in advance, and the user can experience a meeting event by using the character meeting function at any time. Furthermore, the training game is configured such that multiple friend characters are provided, and a meeting event in which the training character meets one of these friend characters is generated by using the character meeting function once, for example.
[0028] In the training game, the intimacy level between each friend character and the training character is managed as a parameter. The intimacy level is basically configured to increase according to the number of times the training character meets the friend character, i.e., the number of meeting events involving the same friend character. In other words, by experiencing meeting events with the same friend character multiple times, the user can increase the intimacy level between the friend character and the training character.
[0029] The intimacy level of a friend character increases through the accumulation of intimacy points, which are one of the game elements awarded in face-to-face events. In the training game of this embodiment, when a face-to-face event occurs, one intimacy point is basically awarded for the friend character faced in the face-to-face event, and the intimacy point becomes available in the training game. Thereafter, each time a face-to-face event occurs in which the player faces the same friend character, one intimacy point is awarded for the friend character, and the available intimacy points accumulate, increasing the total number.
[0030] In this embodiment, one intimacy point increases the intimacy by 1, and the intimacy also increases by 1 for each increment of the accumulated number. In an aspect in which an upper limit is set for the intimacy, the number of intimacy points that can be accumulated is also set accordingly. In the following explanation, it is assumed that the upper limit for the intimacy is set to 5, and that the number of intimacy points that can be accumulated is also set to 5. Here, if the number of accumulated intimacy points for one friend character has already reached 5, if a face-to-face event for that friend character occurs thereafter, it is assumed that intimacy points are not awarded, or even if intimacy points are awarded, they are not acquired and are not accumulated.
[0031] In addition to the intimacy points for the friend character you meet during the face-to-face event, you will also receive a sticker for that friend character as another game element. The sticker is a game element that includes, for example, an image element that shows the appearance of the corresponding friend character, and the user can view the stickers that they have obtained in the training game at any time they like in the sticker book described below.
[0032] In the training game of this embodiment, a sticker for one friend character is different from intimacy points and is only awarded when the accumulated number of intimacy points, i.e., the intimacy level, meets a predetermined condition. In the following explanation, when the intimacy level reaches 1, 3, or 5 due to the intimacy points obtained for a friend character met in a face-to-face event, a sticker for the same friend character is awarded in the face-to-face event and becomes available in the training game.
[0033] As will be described in more detail later, the stickers available for one friend character are different for each of the three opportunities to acquire them. In the training game of this embodiment, after obtaining a sticker for one friend character, the sticker is updated to a sticker of a higher grade (which may be something that defines value in the training game, such as rank or rarity) by subsequently obtaining a sticker for that friend character. In other words, the higher the intimacy level with a friend character through face-to-face events, the higher the grade of stickers available.
[0034] Therefore, in the training game executed on the game device 100 of this embodiment, by using the character meeting function, intimacy points, or intimacy points and stickers, related to any of the friend characters become available when a meeting event occurs. In other words, while processing related to the meeting event is being executed, an acquisition process is executed to make these game elements available to the user or the training character, and information related to the training game is updated.
[0035] Such basic information about friend characters is managed using friend character DB 122 in game device 100 of this embodiment. As described above, information about one friend character is managed as friend character information in one record of friend character DB 122. For example, as shown in FIG. 10(b), the friend character information related to one record is associated with friend character ID 1011 that uniquely identifies the friend character, and includes: character type 1012 that indicates the type of the friend character; identification information 1013 that describes information for identifying the friend character as a friend character that will be faced in a face-to-face event; appearance graphics information 1014 for drawing the appearance of the friend character; and sticker graphics information 1015 for drawing a sticker of the friend character.
[0036] In addition, when an acquisition process is executed in response to the occurrence of a face-to-face event, information about game elements that have become available in the training game is managed using an acquired element DB 123. One record in the acquired element DB 123 manages information about game elements acquired for one piece of friend character information as acquired element information. As shown in FIG. 10(c), for example, the acquired element information for one record includes a friend character ID 1021 that uniquely identifies the friend character, an accumulated number 1022 of intimacy points accumulated for the friend character, and grade information 1023 indicating the grade of stickers acquired for the friend character (the highest grade of stickers acquired). Therefore, when an acquisition process is executed in response to the occurrence of a face-to-face event, a new record of acquired element information is generated and registered for a friend character that is encountered for the first time. Furthermore, for a friend character that has been encountered in the past, the accumulated number 1022 of acquired element information for the friend character that has already been registered, or the accumulated number 1022 and grade information 1023, are updated.
[0037] Since the addition of records to the acquisition element DB 123 varies for each user depending on the progress of the training game, more specifically, on the face-to-face events that occur using the character face-to-face function, the acquisition element DB 123 may be a database with no records initially. Note that, in this embodiment, for convenience, information management of game elements that have become available through use of the character face-to-face function is described as being performed using a database (acquisition element DB 123), but the implementation of the present invention is not limited to this. This information management can be performed using various methods, such as adding entries to a table provided in the storage device 102.
[0038] <Identifying the friend character you are facing> In order to increase the randomness and interest of face-to-face events, the friend characters discovered in searches involving the use of the character face-to-face function are configured to change depending on the location of the game device 100 and the environment in which the game device 100 is located. In this embodiment, the friend characters that are encountered using the character face-to-face function are configured to detect APs 200 present around the game device 100 and to be identified based on information acquired from the APs 200.
[0039] Each AP 200 broadcasts a beacon signal to make the AP 200 detectable. The beacon signal includes at least an identifier for identifying the AP 200, and in the training game of this embodiment, the identifier is used to search for friend characters in the character face-to-face function.
[0040] Hereinafter, the beacon signal will be referred to as AP information. The AP information includes at least a BSSID (Basic Service Set Identifier) as first character string information according to the present invention and an ESSID (Extended Service Set Identifier) as second character string information as identifiers of the transmitting AP 200. Here, the ESSID is composed of up to 32 alphanumeric characters, while the BSSID is a 48-bit numeric value, but is expressed using alphanumeric characters 0 to 9 and A to F in hexadecimal notation, etc., and therefore both will be described herein as "character string information."
[0041] That is, when using the character meeting function, AP information is acquired from APs 200 present around the game device 100, and a friend character identified based on the character string information (BSSID or ESSID) included in the AP information is treated as having been discovered by the search. In the training game of this embodiment, there are two types of friend characters, and the type of friend character that is discovered is configured to change depending on the acquired AP information. The types of friend characters will be explained below.
[0042] (Normal character) The first type is a normal character. A predetermined number of normal characters are provided in advance, and one of these is identified based on the AP information. In this embodiment, the normal character is identified based on the value of a solution obtained by performing a predetermined calculation on a value corresponding to the BSSID in the AP information, so that the normal character can be encountered without relying on the presence of a specific AP 200. For example, in a configuration in which 30 friend characters are provided as normal characters, a numerical value between 0 and 29 is assigned to each of the normal characters so that the values do not overlap, and the predetermined calculation is configured so that the solution is an integer within the range of 0 to 29. In other words, a friend character identified as a normal character by AP information is a friend character associated with the same value as the value of a solution obtained by performing a predetermined calculation on the BSSID in the AP information.
[0043] Here, the reason for using the BSSID to identify normal characters is, in one aspect, to equalize the meeting conditions for each of a predetermined number of normal characters. ESSID can be a string of any number of characters specified by the AP200 installer, so if this is used in calculations, differences in meeting conditions may occur between normal characters. BSSID is fixed at 48 bits and can be treated as a 48-digit number in binary or a 12-digit number (string) in hexadecimal, so it is possible to at least eliminate the influence of bias in meeting conditions due to differences in the number of characters, such as with the ESSID.
[0044] Therefore, in the friend character information for normal characters managed in the friend character DB 122, information on a value derived as a result of a predetermined calculation (a value assigned to the friend character) is stored in the identification information 1013. More specifically, in the identification information 1013 of the friend character information indicating that the character type 1012 is a normal character, one of the values obtained by performing a predetermined calculation on the BSSID is stored.
[0045] With this configuration, each normal character can meet with the game device 100 regardless of the location or environment of the game device 100, as long as the BSSID of the detected AP 200 satisfies a predetermined condition, without being limited to a specific AP 200.
[0046] (Special characters) The second type is a special character. Unlike normal characters, special characters are configured to be confrontable only when a specific AP 200 is detected. For example, special characters may be set so as to be identifiable only based on AP information acquired from an AP 200 installed in an event venue for a specific event. In this embodiment, when the ESSID in the AP information indicates a specific character string, it becomes possible to confront the special character associated with that ESSID. In other words, each special character is associated with a unique ESSID (hereinafter, sometimes referred to as a special SSID), and the corresponding special character is identified based on the AP information only when the acquired AP information includes that ESSID.
[0047] The reason why the ESSID is used to identify the special characters is that the BSSID is assigned to each wireless communication network, and the same BSSID can be used in multiple wireless communication networks.
[0048] The ESSID information for the special character may be stored in the identification information 1013 of the friend character information for that special character managed in the friend character DB 122. That is, the identification information 1013 of the friend character information indicating that the character type 1012 is a special character stores the special SSID set for that special character.
[0049] Here, assuming a usage scenario in which a special character can be encountered only at the event venue to commemorate participation in the event, it is preferable that the occurrence of a special character encounter event be limited to a specific period, such as the duration of the event. In other words, it is preferable that the special character encounter event not occur outside of the specific period. Therefore, the special SSID may be stored in the identification information 1013 of the friend character information related to the special character for a limited period.
[0050] Such control can be performed, for example, by utilizing an update function that acquires update data from server 300 and updates game device 100. Specifically, update data distributed, for example, immediately before the start date of an event, may include information about a special SSID associated with the special character, and an update based on the update data may be performed to update identification information 1013 of friend character information associated with the special character. In this manner, by requiring an update of firmware, etc., of game device 100 in order to participate in an event and trigger a face-to-face event associated with a special character, the user can be encouraged to update the game device, ensuring the provision of a desirable and enjoyable experience. In this embodiment, update data distributed, for example, immediately after the end date of the event, may be used to update identification information 1013 of friend character information associated with the special character so as to delete information about the special SSID associated with the event-exclusive special character.
[0051] <In-person event selection> Depending on the environment in which the game device 100 is located, there may be multiple APs 200 in the vicinity, and multiple pieces of AP information will be acquired upon detection. In the character meeting function of this embodiment, if multiple APs 200 are detected and a meeting event is generated for all of them, the user will be unable to use other functions. Therefore, the character meeting function of this embodiment allows the user to select the AP information acquired for any one of the APs 200, thereby limiting the friend characters that the user will meet through the meeting event.
[0052] For this reason, the character meeting function is configured to detect surrounding APs 200, and then display the ESSIDs of the acquired one or more pieces of AP information on the display 110, prompting the user to select one of them. When an operation input (selection operation) to select an ESSID is made, a meeting event occurs in which the user meets a friend character identified by the corresponding AP information. In other words, in the game device 100 of this embodiment, when use of the character meeting function is started, surrounding APs 200 are detected and one or more pieces of AP information are acquired, and a user selection operation is accepted as to which of these AP information the meeting event will be based on.
[0053] Here, the reason why the character string information displayed as selectable is the ESSID included in the AP information is that generally, character strings that are easy for humans to recognize and remember tend to be set for ESSIDs by installers of AP 200, etc. As described above, the awarding of intimacy points for a friend character is conditional on the occurrence of a face-to-face event for that friend character, so by displaying the acquired AP information as selectable using the ESSID, the user can easily select AP information that they have selected in the past, and as a result, it is possible to easily increase the intimacy for the desired friend character.
[0054] On the other hand, the BSSID is basically determined automatically for each wireless communication network, and may not be an easy-to-remember string for humans. Therefore, the character face-to-face function of this embodiment is controlled so that the BSSID of the acquired AP information is not displayed on the display 110.
[0055] 3 shows an example of the transition of the screen (hereinafter referred to as the selection screen) displayed on the display 110 when accepting a selection operation for AP information (ESSID) that will cause a face-to-face event. In an embodiment in which the game device 100 is configured as a portable toy as shown in FIG. 1, there is a limit to the number of characters that can be displayed on the display 110 at a legible character size. Therefore, in the example of FIG. 3, only one ESSID (301(a-d)) is displayed on the selection screen at a time, and different ESSIDs are displayed in sequence as operation input related to the screen advance operation is made.
[0056] When ESSIDs are displayed one by one on the selection screen as selectable in the manner shown in Figure 3, the operations required for the user to select the desired ESSID may become cumbersome depending on the number of AP information pieces obtained. For this reason, the game device 100 of this embodiment is configured to extract up to four AP information pieces with the highest signal strengths from the received beacon signals (AP information), and display the ESSIDs included in the AP information pieces on the selection screen as selection candidates for generating a face-to-face event. In the transition example of the selection screen shown in Figure 3, up to four AP information pieces are extracted, and the ESSIDs are displayed as selection candidates.
[0057] However, the type of friend character that AP information is associated with is determined by the manufacturer of the game device 100, and it is difficult for a user to identify at a glance. On the other hand, given that the intimacy level increases depending on the number of face-to-face events that occur, allowing the user to obtain higher-grade stickers, it is expected that a user will desire face-to-face events involving friend characters that the user has already met, as well as face-to-face events involving friend characters the user has not yet met. For this reason, the game device 100 of this embodiment displays, in association with an ESSID shown on the selection screen, an image (302(a)-d) suggesting a friend character identified by AP information including the ESSID. For example, as shown in FIG. 3, the suggestive image may display at least a portion of the friend character's appearance, such as the friend character's silhouette or part of an accessory, in an unclear manner.
[0058] However, in a mode in which AP information up to a predetermined number of APs with the highest signal strength is extracted and displayed on the selection screen, there is a possibility that the AP information related to the desired AP 200 will not be included in the options. As described above, since opportunities to meet special characters are set more limited than for normal characters, even if a user uses the character meeting function at an event venue and receives AP information related to a special character, it is inconvenient for the user if options related to the AP information are not displayed on the selection screen.
[0059] For this reason, the character face-to-face function of this embodiment is configured to forcibly generate a face-to-face event in which the player faces the special character associated with the AP information when AP information including a valid special SSID is acquired. In other words, when AP information associated with a special character is acquired, a face-to-face event associated with the special character occurs without accepting a selection operation via the selection screen shown in Fig. 3, and game elements associated with the special character (intimacy points and stickers) are acquired. Therefore, the selection screen shown in Fig. 3 is displayed in the character face-to-face function of this embodiment to generate a face-to-face event associated with a normal character.
[0060] If a face-to-face event involving a special character were to be forcibly generated whenever AP information relating to the special character was acquired, a face-to-face event involving another friend character would not be generated unless the user moved game device 100 to a location where the AP information was not received. Therefore, face-to-face events involving special characters are limited to, for example, once per day. That is, if the acquired AP information includes AP information containing a valid special SSID, a face-to-face event involving the special character is controlled to occur provided that intimacy points for the corresponding special character have not been acquired on the same day. This control can be achieved, for example, by storing Boolean information indicating whether a face-to-face event occurred on the day for each special SSID currently registered as valid in memory 103 or the like and referencing the information.
[0061] Therefore, if the acquired AP information does not include AP information containing a valid special SSID, or if a face-to-face event related to that special SSID has already occurred on the same day even if it does, a selection screen such as that shown in FIG. 3 is displayed on the display 110. Even if AP information containing a valid special SSID is included in the top predetermined number of AP information based on signal strength, that AP information is excluded from the display. This is because, for example, it is preferable that game elements related to special characters be available only to event attendees, and displaying the special SSID along with an image suggesting the special character's special SSID would make the conditions for the face-to-face event related to that special character widely known. Then, when a selection operation for an ESSID for generating a face-to-face event is accepted via the selection screen, a normal character is identified based on the BSSID of the AP information containing the selected ESSID, and a face-to-face event related to that normal character is controlled to occur.
[0062] <Seal Granting> Below, we will explain in detail the stickers related to friend characters that become available when a face-to-face event occurs and acquisition processing is executed.
[0063] As described above, in the character meeting function of this embodiment, the upper limit of intimacy is set to 5, and when the intimacy level reaches 1, 3, or 5 in a meeting event, a sticker related to the friend character that the friend character has met is given. At this time, in order to create the impression that the sticker is proof of the intimacy level, a sticker of a higher grade is given as the intimacy level increases. The difference in grade may be expressed by, for example, changing the color of the sticker or the graphics of the friend character's facial expression shown on the sticker, as shown in FIG. 4 .
[0064] This configuration, which allows players to sequentially obtain higher-grade stickers through multiple encounters, is useful in terms of increasing the interest of sticker collecting. However, AP information identifying the same normal character can be easily obtained from the AP 200 with which the game device 100 primarily communicates, such as an access point installed in a home. In such an environment, repeatedly selecting the ESSID associated with that AP 200 makes it easy to obtain stickers associated with the normal character corresponding to that AP 200, potentially reducing the interest of sticker collecting. For this reason, the character encounter function of this embodiment imposes a time limit on the awarding of intimacy points associated with the same normal character.
[0065] The time restriction may, for example, limit the granting of intimacy points for the same normal character to once per day, with further intimacy points granted only when the date changes. In other words, for a single normal character, intimacy points or intimacy points and stickers for that normal character can be reacquired on a day different from the day on which the intimacy points were most recently acquired. In this embodiment, the user must use the character face-to-face function within the communication range of AP200 that provides AP information including the BSSID that identifies that normal character on five separate days before acquiring the highest-grade sticker for that single normal character.
[0066] On the other hand, because opportunities to encounter special characters are set more limited than for normal characters, it may be harsh for users to set the conditions for granting stickers for special characters to be the same as for normal characters. For example, in a case where AP information for a specific special character is provided by AP200 installed at an event venue, if the conditions for granting stickers are the same as for normal characters, the user would need to visit the event venue on five separate days to obtain the highest grade sticker for that special character.
[0067] For this reason, in the character meeting function of this embodiment, the conditions for granting intimacy points and stickers are set differently for normal characters and special characters. More specifically, the maximum number of intimacy points is granted to special characters upon the first encounter. Furthermore, since this granting of points maximizes intimacy, the highest grade sticker is also granted. That is, in the character meeting function of this embodiment, when AP information including a special SSID is received, the acquisition process is executed, and the intimacy points related to the special character associated with the special SSID are acquired, thereby maximizing intimacy, and the highest grade sticker is then acquired based on this.
[0068] For this reason, for special characters, only one grade (the highest grade) of image data for stickers may be prepared. In other words, the grades provided for stickers are configured with more regular characters than special characters.
[0069] Acquisition effect In order to increase the interest of the character face-to-face function, during the acquisition process, an effect (acquisition effect) is displayed showing the friend character (target character) and the training character meeting based on AP information, and showing the game elements that have been acquired.
[0070] The acquisition effect is configured to change in content depending on the intimacy level updated by executing the acquisition process. In one aspect, the change in the content of the acquisition effect may be expressed by changing the scene in which the training character and the target character face each other. For example, the background of the effect may be changed to present a change in the sense of distance between the characters depending on the intimacy level, such as a park the first time, a shopping mall the second time, an amusement facility the third time, and the target character's room the fourth and fifth times.
[0071] As described above, since the intimacy level changes differently for normal characters and special characters, changes to the content of the acquisition effect may be limited to normal characters. In other words, in the character encounter function of this embodiment, the intimacy level for special characters reaches the upper limit when the initial acquisition process is executed, so the content of the acquisition effect for special characters can be fixed. Here, the acquisition effect for special characters may be the same as the acquisition effect for normal characters when the intimacy level is 5, or it may be unique content configured for special characters.
[0072] The acquisition effect may also include an effect indicating that the intimacy level has increased for the character being faced (by the intimacy points becoming available), and an effect in which a sticker is awarded when the intimacy level meets the conditions for awarding the sticker (when the intimacy level is 1, 3, or 5).
[0073] FIG. 5 shows a display example of the acquisition effect when the intimacy level reaches 3.
[0074] As shown in FIG. 5(a), in the acquisition effect, one new intimacy point has been acquired, bringing the accumulated number to three. Therefore, a scene is shown in which a training character 501 and a regular character 502 face each other in a scene set against the background of an amusement facility corresponding to intimacy level three (a baseball stadium in the illustrated example). FIG. 5(a) also includes an intimacy level display 503 that indicates the accumulated number of intimacy points after the acquisition process. In the illustrated example, the intimacy level display 503 indicates one intimacy point using a heart-shaped image element, and three image elements corresponding to the accumulated number after acquisition are lined up. To indicate that a change has occurred in the accumulated number, the intimacy level display 503 can also display a time transition in which, for example, two image elements are added to one image element, resulting in three image elements.
[0075] In addition, after displaying the accumulated number of intimacy points after the acquisition process in Fig. 5(a), the acquisition performance proceeds to next indicate that the sticker associated with intimacy level 3, for which the conditions for granting have been met, has been acquired, as shown in Fig. 5(b). In Fig. 5(b), an acquired sticker display 511 is displayed, indicating that the sticker of the normal character associated with intimacy level 3 has been acquired.
[0076] Such acquisition effects may be displayed at the following times: Entry and exit of normal characters is initiated when a selection operation is performed on one or more ESSIDs on the selection screen. On the other hand, acquisition effects for special characters are initiated when the AP information acquisition period ends and it is determined that AP information including a special SSID is present in the acquired one or more AP information. For both acquisition effects, acquisition processing is executed prior to their display, and the content is controlled to reflect the addition of game elements resulting from the use of the character face-to-face function.
[0077] For example, if an ESSID associated with a normal character that has already acquired new intimacy points on the same day is selected on the selection screen, the new game element will not be acquired in the acquisition effect for that normal character. For this reason, control may be exercised so that the acquisition effect only shows the development character and the normal character facing each other, without the intimacy display 503 or acquired sticker display 511 shown in Figure 5.
[0078] <Sticker book> The stickers obtained through the character meeting function can be viewed in a sticker book. The sticker book may be configured to be displayed in response to an operation input for selecting a dedicated menu associated with the character meeting function, for example.
[0079] In the game device 100 of this embodiment, separate sticker books are provided for normal characters and special characters. That is, a sticker book for normal characters and a sticker book for special characters are provided, and the user can transition to the sticker book screen by performing an operation input to select which sticker book to view. As exemplified in FIG. 6, on each sticker book screen, a list of available stickers is displayed across multiple pages as needed.
[0080] FIG. 6(a) illustrates an example of a sticker book screen for normal characters. In the sticker book screen for normal characters, a fixed placement position (page and display position) is assigned to the stickers for each normal character. As shown in the figure, if a sticker has already been obtained for one normal character, the obtained sticker is placed and displayed in the placement position assigned to that normal character. Here, the sticker placed may be the sticker of the most recently applied grade (i.e., the highest grade sticker) among the stickers obtained for that normal character. For example, if the intimacy level of one normal character is 4, the sticker displayed in the sticker book for that normal character is the sticker that was obtained when the intimacy level reached 3.
[0081] Furthermore, if a sticker has not been obtained for one normal character, the sticker that should be displayed at the allocation position (column) assigned to that normal character is displayed in an indistinguishable manner. In the example of Figure 6(a), an image element containing a "?" mark within a circular sticker frame is displayed at the allocation position of the normal character for which a sticker has not been obtained. In this way, the user can be informed, via the sticker book for normal characters, that there is a normal character for which a sticker has not been obtained.
[0082] On the other hand, special characters have limited opportunities to meet compared to regular characters, and if the meeting conditions are no longer met once the meeting period has passed, there may be special characters for which the user cannot obtain stickers even if they wish. It would be cruel to the user to have such stickers made known through the sticker book. For this reason, the sticker book screen for special characters does not provide a sticker placement position for special characters for which stickers have not yet been obtained. As a result, the stickers for special characters are arranged at the beginning, as shown in Figure 6(b). The example in Figure 6(b) illustrates a sticker book screen for special characters when stickers have been obtained for two special characters, and no stickers are placed in the lower half of the screen.
[0083] The sticker book screen can also accept a selection operation for stickers that are available. By performing a selection operation to select one of the stickers in the list, the user can transition the display on the display 110 to a details confirmation screen related to that sticker. On the details confirmation screen, as shown in FIG. 7, for example, the selected sticker 701 is displayed in a larger size than on the sticker book screen, allowing the user to check the details. In the example shown in the figure, in addition to the enlarged sticker 701, the details confirmation screen also includes an intimacy gauge 702 that indicates the intimacy level with the friend character related to that sticker.
[0084] The intimacy gauge 702 indicates the number of accumulated intimacy points granted by executing the acquisition process for the corresponding friend character, i.e., the intimacy level. In the example shown in the figure, the intimacy gauge 702 is represented by five heart-shaped vessels, and the number of vessels filled indicates the intimacy level with the corresponding friend character. In the character meeting function of this embodiment, the upper limit of the intimacy level for each friend character is set to 5, so one vessel in the intimacy gauge 702 shown in FIG. 7 corresponds to an intimacy level of 1. In other words, the number of vessels filled in the intimacy gauge 702 indicates the intimacy level (the number of accumulated intimacy points). Furthermore, the number of vessels unfilled in the intimacy gauge 702 indicates how many more intimacy points can be obtained for the corresponding friend character, in other words, how many more face-to-face events with the friend character are required to occur until the highest-grade sticker is obtained.
[0085] Face-to-face processing Specific processing of the face-to-face process executed in relation to the character face-to-face function in the game device 100 of this embodiment will be described below with reference to the flowchart in Fig. 8. The processing corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, and loading and executing the program in the memory 103. Note that this face-to-face process will be described as being started when, for example, an operation input related to the use of the character face-to-face function is detected.
[0086] In S801, the control unit 101 acquires one or more pieces of AP information by receiving a beacon signal broadcast by a surrounding AP 200. The processing of this step is performed until a predetermined detection time has elapsed, and after the detection time has elapsed, the control unit 101 may proceed to S802.
[0087] In S802, the control unit 101 determines whether AP information including a valid special SSID (hereinafter referred to as special AP information) exists in the one or more pieces of AP information acquired in S801. If the control unit 101 determines that special AP information exists in the acquired AP information, it proceeds to S803, and if it determines that special AP information does not exist, it proceeds to S808.
[0088] In S803, the control unit 101 determines whether or not the acquisition process for the special AP information has already been executed on the same day. Note that the determination regarding the time range may be made depending on the time setting that is set for the game device 100. If the control unit 101 determines that the acquisition process for the special AP information has already been executed on the same day, the control unit 101 proceeds to S808, and if it determines that the acquisition process has not been executed, the control unit 101 proceeds to S804.
[0089] In S804, the control unit 101 identifies the special character corresponding to the special AP information. Specifically, based on the ESSID included in the special AP information, the control unit 101 identifies friend character information that includes the ESSID in the identification information 1013 from the friend character DB 122, and identifies the special character based on the friend character information.
[0090] In S805, the control unit 101 generates a meeting event related to the special character identified in S804.
[0091] In S806, the control unit 101 executes an acquisition process for imparting a game element to the special character identified in S804, thereby bringing the special character into an acquired state.
[0092] <Acquisition Process> The acquisition process executed in this step will now be described in detail with reference to the flowchart in Fig. 9. In the description of this acquisition process, the friend character that is the target of the process will be referred to as the target character.
[0093] In S901, the control unit 101 determines whether the intimacy level of the target character has reached its upper limit. The determination in this step can be made by referring to the accumulated number 1022 of acquisition element information related to the target character. If the control unit 101 determines that the intimacy level of the target character has reached its upper limit, it completes the acquisition process, and if it determines that it has not reached its upper limit, it proceeds to S902.
[0094] In S902, the control unit 101 performs a process of granting intimacy points related to the target character. This process updates the accumulated number 1022 of acquired element information related to the target character, and the newly granted intimacy points become acquired.
[0095] In S903, the control unit 101 determines whether the intimacy level of the target character satisfies the conditions for providing a sticker. In the training game of this embodiment, the conditions for providing a sticker are set as when the intimacy level reaches 1, 3, or 5, and the control unit 101 makes the determination in this step based on whether the value of the accumulated number 1022 of the acquisition element information related to the target character updated in S902 falls under any of these. If the control unit 101 determines that the intimacy level of the target character satisfies the conditions for providing a sticker, it proceeds to S904, and if it determines that the conditions are not met, it ends this acquisition process.
[0096] In S904, the control unit 101 performs a process of providing a sticker related to the target character, and completes this acquisition process. This process updates the grade information 1023 of the acquisition element information related to the target character, and a sticker of a grade corresponding to the intimacy level of the target character is acquired.
[0097] When the acquisition process is completed in this manner, the control unit 101 shifts the face-to-face process to S806.
[0098] In S807, the control unit 101 controls the display control device 104 to display a display related to the face-to-face event on the display 110 based on the result of the acquisition process. The display related to the face-to-face event includes displaying an acquisition effect on the display 110, as described above. Furthermore, when the display related to the face-to-face event ends, the control unit 101 completes this face-to-face process.
[0099] On the other hand, if it is determined in S802 that the special AP information does not exist in the acquired AP information, or if it is determined in S803 that the acquisition process for the special AP information has already been executed on the same day, the control unit 101 extracts AP information to be displayed on the selection screen in S808. As described above, in the character face-to-face function of this embodiment, the AP information (excluding special AP information) acquired from the top four APs 200 with the strongest signal strengths is extracted as the AP information to be displayed on the selection screen.
[0100] In S809, the control unit 101 identifies a corresponding normal character for each piece of AP information extracted in S808. Specifically, the control unit 101 identifies friend character information from the friend character DB 122 that includes a value in the identification information 1013 based on a value obtained by performing a predetermined calculation on a value corresponding to the BSSID included in the extracted AP information, and identifies a normal character based on the friend character information.
[0101] In S810, the control unit 101 controls the display control device 104 to display on the display 110 a selection screen including the ESSID of the extracted AP information and an image suggesting the normal character identified in S808.
[0102] In S811, the control unit 101 determines whether a selection operation has been performed to select an ESSID for generating a face-to-face event. If the control unit 101 determines that a selection operation has been performed, the process proceeds to S812, and if it determines that a selection operation has not been performed, the process of this step is repeated.
[0103] In S812, the control unit 101 generates a meeting event for a normal character associated with the ESSID for which the selection operation has been performed.
[0104] In S813, the control unit 101 executes the acquisition process for the normal character associated with the ESSID for which the selection operation has been performed.
[0105] When the acquisition process is completed, the control unit 101 controls the display control device 104 in S814 to display information related to the face-to-face event on the display 110 based on the results of the acquisition process. When the display related to the face-to-face event ends, the control unit 101 completes this face-to-face process.
[0106] As described above, the game device of this embodiment can provide new technology that enhances entertainment value.
[0107] [Variation 1] In the above-described embodiment, the meeting conditions for a predetermined number of normal characters are equalized by adjusting the range of solutions obtained by performing a predetermined calculation on values corresponding to the BSSID. However, the implementation of the present invention is not limited to this. For example, the meeting conditions may be limited to some friend characters included in the normal characters. In one aspect, the acquisition process for some normal characters may be limited to certain time ranges, such as seasons or time periods.
[0108] [Variation 2] In the above-described embodiment, in order to facilitate understanding of the invention, the description of the face-to-face processing was given assuming that the acquired AP information contained a maximum of one AP information item containing a special SSID as an ESSID. However, the implementation of the present invention is not limited to this. For example, multiple APs 200 configured with a special SSID may be installed at the same time. In this case, the acquired AP information may contain multiple AP information items containing a special SSID as an ESSID. In such a case, even though a face-to-face event related to one AP information item associated with a special character can be forcibly generated, a face-to-face event related to another special character can be generated, and the user may stop using the character face-to-face function without realizing the existence of that AP information item. Therefore, if there is another AP information item associated with a special character for which a face-to-face event was not forcibly generated after the event related to the special character is generated, the user may be notified of this and prompted to use the character face-to-face function again. Alternatively, instead of such a notification, the system may be controlled to forcibly generate a face-to-face event related to the other special character.
[0109] [Variation 3] In the above-described embodiment and modified example, the highest grade sticker for a special character is described as being available after one acquisition process, but the present invention is not limited to this. The present invention may be configured so that game elements related to special characters are more easily obtainable than normal characters, and the highest grade sticker for a special character may be obtained only after two or more acquisition processes are performed.
[0110] [Variation 4] In the above-described embodiment and modified example, intimacy points or stickers are acquired in the acquisition process related to the face-to-face event until the intimacy level reaches the upper limit. However, the implementation of the present invention is not limited to this. Game elements that are acquired in the face-to-face event may also include effects (including those that do not involve the acquisition of intimacy points or stickers) that are displayed when a face-to-face event occurs, even if the acquisition process has already been performed on the same day or the intimacy level has reached the upper limit. In this embodiment, a game element is provided in the form of an opportunity to display effects related to the face-to-face event for the friend character that is being met. Note that the game elements that are acquired in the implementation of the present invention are not limited to these and may include other game elements related to the game being executed on the game device 100.
[0111] [Variation 5] In the above-described embodiment and modified example, normal characters are identified based on the BSSID included in the AP information, and special characters are identified based on the ESSID, but the present invention is not limited to this. For example, special characters may be configured to be identifiable based on a combination of the BSSID and ESSID included in the AP information.
[0112] [Variation 6] In the above-described embodiment and modified example, the friend character to be met in the face-to-face event is identified based on the character string information included in the AP information received from the AP 200. However, the present invention is not limited to this. The character string information for identifying the friend character may be obtained by other methods, such as by detecting a character string from a captured image.
[0113] [Summary of the embodiment] The above-described embodiment discloses at least the following game device and program.
[0114] (1) A gaming device for executing a game, an acquisition means for acquiring character string information relating to acquisition of a game element; an identification means for identifying a game element from the character string information; a display control means for displaying the one or more pieces of character string information acquired by the acquisition means on a display means in a selectable state; a control means for controlling a game element identified by the selected one or more pieces of character string information to be available in the game, based on the selection of the one or more pieces of character string information; A game device comprising:
[0115] (2) The character string information includes first character string information and second character string information; The game device according to (1), wherein the specifying means specifies a game element from at least one of the first character string information and the second character string information of the character string information.
[0116] (3) The game device according to (2), wherein the identification means identifies a game element from the second character string information on the condition that the second character string information indicates a predetermined character string.
[0117] (4) a storage means for storing the predetermined character string; an update means for updating at least one of a program and data relating to the operation of the game device; Furthermore, The game device according to (3), wherein the predetermined character string is configured to be changeable based on updates by the update means.
[0118] (5) The game device according to (3) or (4), wherein the identification means identifies a game element from the first string information on the condition that the second string information does not indicate the predetermined string.
[0119] (6) A game device described in any one of (3) to (5), wherein the display control means causes the display means to display the second string information of the one or more pieces of string information in a selectable state, while not causing the display means to display the first string information of the one or more pieces of string information.
[0120] (7) The game device described in (6), wherein the display control means causes the display means to display, for each of the one or more pieces of character string information, an image suggesting a game element identified from the first piece of character string information of the character string information in association with the second piece of character string information of the character string information.
[0121] (8) The game device according to (6) or (7), wherein the display control means does not cause the display means to display the second character string information indicating the predetermined character string.
[0122] (9) A management unit for managing game elements that have been acquired in the game is further provided, The game device described in any one of (3) to (8), wherein the control means controls the game element to be in an obtainable state regardless of selection of the one or more pieces of string information, on condition that the second string information indicating the predetermined string is included in the one or more pieces of string information and the game element identified from the second string information is not in an obtainable state.
[0123] (10) There are two types of game elements: a first type of game element and a second type of game element. The game device according to (9), wherein the identification means identifies the first type of game element from the first character string information, and identifies the second type of game element from the second character string information.
[0124] (11) A game device according to (10), wherein one of the second types of game elements can be identified from one type of the second string information, while one of the first types of game elements can be identified from multiple types of the first string information.
[0125] (12) The game device according to (10) or (11), wherein the number of times that the first type of game element can be made into an obtained state is greater than the number of times that the second type of game element can be made into an obtained state.
[0126] (13) A game device described in any one of (10) to (12), wherein the control means controls the same first type of game element to be available again under the condition that the time range is different from the time range in which the same first type of game element was most recently available.
[0127] (14) Each game element has one or more levels. The game device according to any one of (10) to (13), wherein the control means controls the game element identified from the selected string information to be in an obtained state in a rank based on the number of times it has been in an obtained state.
[0128] (15) The game device according to (14), wherein the number of ranks set for the first type of game elements is greater than the number of ranks set for the second type of game elements.
[0129] (16) The game device further includes a viewing means for displaying a list of game elements that have been acquired on the display means, The game device according to any one of (10) to (15), wherein the viewing means causes the display means to display the first type of game elements and the second type of game elements as different lists.
[0130] (17) A game device as described in (16), wherein the list of the first type of game elements includes the first type of game elements that are not available in an unidentifiable manner, while the list of the second type of game elements does not include the second type of game elements that are not available.
[0131] (18) A game device as described in (16) or (17), wherein the display control means further causes the display means to display the number of times that a game element selected from a list of game elements that are in an acquired state has been acquired.
[0132] (19) Each game element has a maximum number of times it can be acquired. The game device according to (18), wherein the display control means further causes the display means to display, for a game element selected from a list of game elements that are available, the remaining number of times that the game element can be made available.
[0133] (20) The game device according to any one of (10) to (19), wherein the display control means further causes the display means to display an acquisition effect relating to the acquisition of a game element.
[0134] (21) The game device described in (20), wherein the display control means causes the display means to display the acquisition effect relating to the second type of game element identified from the second string information, on the condition that the second string information indicating the specified string is included in one or more of the string information.
[0135] (22) The game device described in (21), wherein the display control means, based on the selection of one or more of the string information, causes the display means to display the acquisition effect relating to the first type of game element identified from the first string information of the selected string information.
[0136] (23) A game device as described in (22), wherein the content of the acquisition effect relating to the first type of game element changes based on the number of times the first type of game element has been acquired, while the content of the acquisition effect relating to the second type of game element is fixed regardless of the number of times the second type of game element has been acquired.
[0137] (24) The game device according to (23), wherein the acquisition effect for the first type of game element changes at least the background based on the number of times the first type of game element has been acquired.
[0138] (25) The game device according to (23) or (24), wherein the acquisition effect relating to the first type of game element includes a display indicating the number of times the first type of game element has been acquired.
[0139] (26) Further comprising a communication means for communicating with the access point; The game device according to any one of (2) to (25), wherein the acquisition means acquires the character string information from an access point communicated with via the communication means.
[0140] (27) The first character string information is a BSSID of an access point, The game device according to (26), wherein the second character string information is an ESSID of an access point.
[0141] (28) A program for causing a computer to function as each means of the game device described in any one of (1) to (27).
[0142] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0143] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: Display control device, 105: Operation I / F, 106: Communication I / F, 110: Display, 121: Character DB, 122: Friend character DB, 123: Acquired element DB, 200: Access point (AP)
Claims
1. A game device for executing a game, an acquisition means for acquiring character string information relating to acquisition of a game element; an identification means for identifying a game element from the character string information; a display control means for displaying the one or more pieces of character string information acquired by the acquisition means on a display means in a selectable state; a control means for controlling a game element specified by the selected one or more pieces of character string information to be available in the game, based on the selection of the one or more pieces of character string information; A game device comprising:
2. the character string information includes first character string information and second character string information, The specifying means specifies a game element from at least one of the first character string information and the second character string information of the character string information.
2. The game device according to claim 1.
3. The specifying means specifies a game element from the second character string information on the condition that the second character string information indicates a predetermined character string.
3. The game device according to claim 2.
4. a storage means for storing the predetermined character string; an update means for updating at least one of a program and data relating to the operation of the game device; Furthermore, The predetermined character string is configured to be changeable based on updates by the update means.
4. The game device according to claim 3.
5. The specifying means specifies a game element from the first character string information on the condition that the second character string information does not indicate the predetermined character string.
4. The game device according to claim 3.
6. The display control means causes the display means to display the second character string information of the one or more pieces of character string information in a selectable state, while not causing the display means to display the first character string information of the one or more pieces of character string information.
4. The game device according to claim 3.
7. The display control means causes the display means to display, for each of the one or more pieces of character string information, an image suggesting a game element identified from the first piece of character string information of the character string information in association with the second piece of character string information of the character string information.
7. The game device according to claim 6.
8. The display control means does not display the second character string information indicating the predetermined character string on the display means.
7. The game device according to claim 6.
9. further comprising a management means for managing game elements that have become available in the game, The control means controls the game element to be in an obtained state, regardless of selection of the one or more pieces of character string information, on condition that the second character string information indicating the predetermined character string is included in the one or more pieces of character string information and the game element specified by the second character string information is not in an obtained state.
4. The game device according to claim 3.
10. The game elements include a first type of game element and a second type of game element, The identification means identifies the first type of game element from the first character string information, and identifies the second type of game element from the second character string information.
10. The game device according to claim 9.
11. One of the second types of game elements can be identified from one type of second character string information, while one of the first types of game elements can be identified from a plurality of types of first character string information. The game device according to claim 10.
12. The number of times that the first type of game element can be brought into an acquired state is greater than the number of times that the second type of game element can be brought into an acquired state. The game device according to claim 10.
13. The control means controls the game element of the first type to be in an obtainable state again on the condition that the time range is different from the time range in which the game element of the first type was most recently in an obtainable state. The game device according to claim 10.
14. Each game element has one or more class elements. The control means controls the game element specified by the selected character string information to be in an obtained state, the element being in a rank based on the number of times it has been in an obtained state. The game device according to claim 10.
15. The number of ranks set for the first type of game elements is greater than the number of ranks set for the second type of game elements.
15. The game device according to claim 14.
16. The game device further includes a viewing means for displaying a list of game elements that have been acquired on the display means, The viewing means displays the first type of game element and the second type of game element as different lists on the display means. The game device according to claim 10.
17. The list of the first type of game elements includes the first type of game elements that are not available in an unidentifiable manner, while the list of the second type of game elements does not include the second type of game elements that are not available.
17. The game device according to claim 16.
18. The display control means further causes the display means to display, for a game element selected from a list of available game elements, the number of times that the game element has been in an available state.
17. The game device according to claim 16.
19. Each game element has a set limit on the number of times it can be acquired. The display control means further causes the display means to display, for a game element selected from the list of available game elements, the number of times remaining for which the game element can be made available.
20. The game device according to claim 18.
20. The display control means further causes the display means to display an acquisition effect relating to the acquisition of the game element. The game device according to claim 10.
21. The display control means causes the display means to display the acquisition effect related to the second type of game element specified from the second character string information, on condition that the second character string information indicating the predetermined character string is included in the one or more pieces of character string information.
21. The game device according to claim 20.
22. The display control means, based on the selection of any one of the one or more pieces of character string information, causes the display means to display the acquisition effect related to the first type of game element identified from the first character string information of the selected piece of character string information.
22. The game device according to claim 21.
23. The content of the effect of obtaining the first type of game element changes based on the number of times the first type of game element has been obtained, while the content of the effect of obtaining the second type of game element is fixed regardless of the number of times the second type of game element has been obtained.
23. The game device according to claim 22.
24. In the acquisition effect relating to the first type of game element, at least a background changes based on the number of times the first type of game element has been acquired.
24. The game device according to claim 23.
25. The acquisition effect relating to the first type of game element includes a display indicating the number of times the first type of game element has been acquired.
24. The game device according to claim 23.
26. further comprising a communication means for communicating with the access point; The acquiring means acquires the character string information from an access point that communicates via the communication means.
3. The game device according to claim 2.
27. the first character string information is a BSSID of an access point, The second character string information is the ESSID of the access point.
27. The game device according to claim 26.
28. A program for causing a computer to function as each means of the game device according to any one of claims 1 to 27.
Citation Information
Patent Citations
Network identifier setting method, communication method, and wireless communication terminal
JP2005323117A
Program, information storage medium, and game apparatus
JP2007068775A
Character parameter creation method by wireless LAN wave
JP2007082761A
Method and apparatus for operating a wireless pan network using an overlay protocol that enhances coexistence with wireless LAN networks
JP2008538167A
Mobile terminal apparatus and wireless LAN connection method
JP2011049701A
Cited By
Gaming machine
JP2026063244A
Gaming machine
JP2026065163A